First off, thanks to Mewtwo for his ten-step deck building post, which helped me turn my "but I have 65 cards that I NEED" deck into this 42-card work.
As for Raph, he once said "a great deck has something unexpected, or something of unexpected quantity". This is sound advice because in the Internet age, every basic foundational deck has been posted, observed, and strategized against. Plus, if you don't make it your own, you're just playing with someone else's ideas.
That said, I am only 210 right now, but this deck has boasted a strong win percentage, and, if you get nothing from this post, at least get the idea of combining tried-and-true deck building logic (from mewtwo, Boweh "rule of six", or whatever) with individuality to see what comes out.
The Deck
Hero - Boris Bartholomew Skullcrusher III
Allies
2 Birgitte Skullborn
4 Kristoffer Wyld
2 Dirk Sabre/
2 Puwen Bloodhelm
3 Aldon the Brave
4 Yari Spearman (the unexpected twist; more on this later)
2 Erika Shadowhunter
2 Aeon Stormcaller
Abilities
2 Bad Santa
4 Retreat
4 Blood Frenzy
4 Crippling Blow
2 Smashing Blow
2 War Banner
Weapons
3 Jeweler's Dream
The Strategery
I have always preferred creature-centric decks since my days playing MtG (dating myself by saying that my most successful of such was a Sliver deck; kids, ask your parents what a Sliver is) so I have been building a deck that wins through dominating the ally board.
But of course there are dozens of ways to control the board, but, for some reason, protectors are not often used to that effect.
As evident by 40% of my allies having the effect, protection is a key to the deck. It disrupts the opponent's ability to sequentially dismantle my board presence by forcing his energy away from the critical creatures such as Aldon and Erika. Furthermore, for those unfamiliar with Yari, they are 3cc 1/4 with protector & they gain +1/+1 for every other Yari on my team, meaning 2 Yari are 2/5, 3 are 3/6, & 4 are 4/7. Now a 1/4 with protector & passive buffs is already a pain for Hero's shadow skills (1 Yari can survive Majiya & Zaladar; 2 can survive Frostmire; 3 can survive Nishaven) plus Yari neuters Crippling Blow because even if you cripple him, he gets/gives the health bonus, and he still protects the others.
But you don't have Jasmine! Your deck sucks! She's the best ally in the history of ever!
I don't like Jasmine because she has a negative effect on tempo. A roving Crippling Blow sounds good but since she's a 3cc I have to plan on using her in T3, and her effect drains my resources, and I'm trying to cast 1-3 things every turn. Plus, I'm annoyed that Wulven thought that it would add to the game to have an ally "with an @$$ so fine, it distracts her opponents". Really, guys? Really?
The other key to this deck is Blood Frenzy. Mid-late game strategy requires you to keep casting allies to A: combat tougher baddies, & B: shift from focused board control to essentially creature-burning the opposing hero (this is vital strategy; I've seen ppl lose because they cared more about a clean board than damaging the opponent). Aeon & Erika are my late-game allies to (theoretically) help me win back board control, and JD/BF helps me keep refreshing my side of the board.
Smashing Blow for hunters & lone wolfs, though Darkclaw still is tough to beat.
Finally, retreat, which someone (Boweh?) labeled the best card in the game. I have 4 because it is a veritable Swiss Army Knife. I've used it to force a recast of Plasma or Aeon, I've used it to undo the Gravebone/Sun-Blighted combo, I've used it to cure blaze/poison on my own allies. I've even cast Kris, attacked for 3 (Aldon/War Banner), retreated him, cast him again, & attacked again for a total of 6 damage for 4cc.
Feedback is welcome, but again, my main point is to express the importance of taking what people post but add your own spin or you're giving your opponent a big strategic advantage.
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