So I've been messing around with this deck on the test server and having quite a lot of fun with it. I wouldn't say it's really finished yet, as there are some things that I might consider changing around as I play more with it and figure out what does and doesn't work. I just wanted to post the decklist and go over how it works and what I'd perceive some of the strengths and weaknesses to be, along with key cards. Keep in mind, I am not a really expert deck builder, this is just sort of a deck I've been testing and having fun with lately, and is the first deck I've ever posted, so advice/feedback on it is welcomed. So without further ado, the decklist:
3x Infernal Gargoyle
3x Ironhide Karash
2x Wendith Eagle-eye (may wind up being replaced by Furrion Terror)
4x Poison Arrow
2x Rapid Fire
4x Here Be Monsters
2x Shriek of Vengeance
2x Ley Line Nexus
2x The Perfect Shot
2x Word of the Prophet
4x Cobraskin Wraps
3x Soul Seeker
3x Snare Trap
4x Grundler's Double
1. How it Works: The basic idea of this deck, as the title suggests, is to deny your opponent of their resources. Keeping their resources low does a few things. Firstly, it keeps them from being able to play much on their turn. Even if they can keep saccing up to 3 resources, they most likely can only play one card, which will most likely be something you can deal with easily. Basically once you get an ally and a weapon out, you are pretty well set, with just being able to drop resource destruction on them like crazy. Just keep dealing with any threats they have, and if they don't play anything, just keep attacking the hero for damage.
2. Ideal Turn Sequence: Turn 1: nothing, unless you have WotP, and need to get some of your resource destruction or weapons into your hand. Turn 2: Ironhide Karash or Snare Trap. If I have a choice between the two, I prefer to play IK when going first, Snare Trap when going second. Snare Trap can be great for messing up their T3 in this way. Turn 3: Infernal Gargoyle or HBM. Use Gargoyle if you don't already have a Karash out. If IK is out, then you can start with dropping your resource destruction on them. Turn 4: If you go second, you will be able to use your ability this turn. Keep dropping that resource destruction. This just really covers the first few turns, as the rest of the turns should hopefully just continue with dropping resource destruction and attacking for damage. For an example of a really ideal game, see my match on the test server (tman507test vs. Kross), so long as it's still there on the test server.
3. Key Cards: 1. Here Be Monsters: One of your resource destruction cards. Also draws you a card each time you use it, so you keep up your hand advantage. Just keep in mind that your opponent has to have equal or greater resources than you for one of their resources to be destroyed, so you will have to keep your resources low as well (which is where Baduruu's ability to summon your weapons comes in handy). 2. Cobraskin Wraps: Pretty much the same as HBM, difference being this card destroys one of your resources as well, but has no restriction on your opponent's resources being equal or higher. It also draws you a card, just like HBM. 3. Grundler's Double: Great bow for Baduruu. He can summon it on T4, and start doing damage. It ignores stealth, which can help against many pesky allies, as well as helping against Moonstalker. Also, when you only have 1 ally out by the end of you turn, GD draws you a card.
4. Strengths: 1. Slowing your opponent down: especially if they are a hero that relies on high cost cards as part of their strategy. Even if they make use of lower cost cards, they will likely only be able to play one card a turn. 2. Hand advantage: This deck can give you massive hand advantage. With your field and hand fully set up, you can gain a plus 2 in cards each turn. This can happen as you draw at the start of your turn, don't sacrifice (if using HBM), draw when using HBM, then draw at the end of your turn with GD if you only have one ally out (which you often will). Also, as with any resource destruction deck, your opponent is often forced to sac cards that they wouldn't sac otherwise to try to keep up in resources.
5. Weaknesses: 1. Not drawing your resource destruction. This is what WotP is principally here for, as this destruction is key. 2. Heroes that can make use of lower cost control cards and low cost item destruction. Warriors can be a problem, as they can use the 2 cost Crippling Blow on your allies, as well as the 3 cost weapon destruction of Smashing Blow. Priests also have that low cost item destruction in Focused Prayer. Classes that only have access to Ley Line Nexus to destroy high cost weapons shouldn't be much of a problem, as ideally you should be able to prevent them from being able to reach 5 resources to use LLN.
6. Notes: As I said at the start, there are some things that could be changed about this deck. One thing that I've found is that since I also keep my resources low to use HBM and CsW, the higher cost non-weapon card (e.g. Rapid Fire and Wendith) I've really never used. Wendith as mentioned above might be replaced with Furrion Terror, for more late game control, which is really what most of the higher cost cards are in for, just in case my early game resource destruction doesn't work perfectly. Something that might eventually get put in is Into the Forest, depending on if I decide to take certain things out, but for now, I haven't had much trouble without it, but I'll figure out more as I test.
Anyway, that's about it for now. Not sure if I've forgotten to say anything in particular. Reply with whatever questions, suggestions, or feedback you might have.