Two decks in two days! Go me! Only 30-something to go and I'll beat Caitlyn0's record!
Anyway, I thought I'd post this. It's not my current Zaladar, but it's exceedingly close, and I'm actually thinking of going back to it because this deck is just so damn consistent. Basically this is very close to the "Common Zaladar", so if you're looking for the blinding light of inspiration, it's best to look elsewhere
1 x Zaladar
4 x Brutalis
4 x Gargoyle
3 x Death Mage Thaddeus
4 x Molten Destroyer
1 x Soul Reaper
4 x Mind Control
3 x Shriek
4 x Shadow Font
2 x Sacrifical Lamb
4 x Bad Santa
2 x Ley Line Nexus
4 x Dimension Ripper
Total 39 cards + Hero
This is a very solid, very dependable, good-at-all-stages Zaladar. It's early game is incredibly strong, and it can even deal with late game heavies such as Aeon easily with the inclusion of Molten Destroyer. The deck can function at 5 resources, but realistically I find that the sweet spot is 8 or 9, allowing you to Shadow Font or Mind Control and back it up with another ally. 10 and your opponent is in trouble (double Mind Control!).
Draw
The bane of every Elemental player, the difficulties of draw. There are a number of options that you can use, and I've experimented with them all:
Bazaar: Bad choice for this deck. This is a control deck, not a rush. You're opponent will benefit way more than you from this card.
Bad Santa: Aiming for Santa Bombs, but useful for fishing out Mind Controls and Shadow Fonts.
Wulven Tracker: My original draw engine, and with Zaladar's ability, has a higher than average survival rate. However not consistent enough for the deck.
Transference: Crap. A Ripper without the really useful bit (the 2 damage). Added to this list for completions sake
Sacrificial Lamb: Lamb Slam. All that needs to be said. Really good draw, if a bit situational.
Dimension Ripper: For DR to work for you, you need to build around it to a large extent. This isn't a "Junkbox" deck in the truest sense of the term, but played properly it's pretty easy to ensure your opponent doesn't get anything critical.
This list does not include those cards which have draw as a 'cantrip', e.g. Here Be Monsters, Ley Line Nexus (though LLN made it into the deck for obvious reasons).
As you can see, I decided on Bad Santa and Sac Lamb with Dimension Ripper and the cantrip effect of LLN as backups. I originally had 3 x Sac Lamb and 3 x Bad Santa, but found that I didn't use Sac Lamb enough (though when I did it was dynamite ), hence the current configuration. With this amount of draw (12 cards in the deck produce draw of a sort) I find I can usually keep up with my opponent, especially if I slow them down by destroying their draw engines.
Strategy and Optimal Start
This deck is control and denial, pure and simple. The goal is to ensure that your opponent never gets a foothold. Zaladar can stage comebacks, but not like Lance, Gravebone or Zhanna. Keep your opponent down. To that end, you have a lot of options to allow you to do that:
Mind Control: Every Elemental players first love, and the bane of high attack allies everywhere I find the psychological value of this card is almost as good as it's ability. Watch as people resource their fatties in fear.
Shadow Font: Truth be told, this is the workhorse of the deck. Shadow Font on turn 4 is a very strong play, particularly going second, as it will allow you to use Zal's ability in Turn 4 and Turn 5, and frees up that critical Turn 5 for either a Ripper, Molten or Mind Control. These are always LAST on my sacrifice list.
Infernal Gargoyle: The VIP ally. This combos with Zaladar's ability to bring down 86.3% of allies in the game (Yes I did the calculation, and included BDB ). Also the most survivable 3 drop. Period.
Death Mage Thaddeus: Nipping on the heels of the Gargoyle, DMT has less survivability, but doesn't have to survive a turn to be useful. Also bypasses armour.
Brutalis: Never count out the little guy. Very survivable, and combos up to that magic 4 damage point.
Shriek of Vengeance: This is for draw engines. I find the best way to counter Zal's sometimes unreliable draw is to deny the opponent theirs. Bring them down to your level
Molten Destroyer: The end game. If one of these sticks, you're home free. Combos with Zal's ability to remove ANYTHING except Sandworm. DO NOT use these if your opponent is playing an Elemental, unless you've drawn out their Mind Controls. And if using Dimension Ripper, be sure to count your own Mind Controls.
Dimension Ripper: Against mages and Zal mirrors, these are your best friend. Against other heroes they're not as critical, though I enjoy using them on warriors Ever seen a Zaladar with Blood Frenzy and Enrage? Not pretty. Extra draw, of a sort. Combo with Bad Santa for one way steals.
Now, your best start would be as follows:
Turn 1: Nothing
Turn 2: Brutalis/Bad Santa if going first
Turn 3: Gargoyle/DMT
Turn 4: Shadow Font (Alternatively you may put down another Gargoyle if your opponent isn't dropping lots of allies)
Turn 5: Molten/Dimension Ripper/Mind Control if opp drops a suitable target.
Anything from Turn 6 is make it up as you go along Don't use Shriek until turn 6 at the earliest, you need to be at 5 resources minimum. Just remember the core premise of the deck, kick your opponent when they're down and DON'T let them get a foothold.
So, that's my Zaladar in a nutshell. Let me know what you think.
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