Hello fellow lovers of Shadow Era! Being that this is my first post, I'd like to thank everyone I've chatted with in-game as I believe this community to be fairly stellar
[WARNING] While not a ridiculously long post, there is a TL/DR at bottom.
A few thoughts before I begin, so we're all on the same page:
I've been playing SE for 3-4 months. Before this I played MTG from the age of about 13-19 (I'm 32 now), and Hearthstone almost exclusively from beta until I found this game (7x Legend). Let me state that this isn't to toot my own horn so to speak, it's only for my card game background. I post this because I am looking for advice Also, I haven't spent a cent on this game building this deck, and it really didn't take long at all. I will donate in the future (Thanks, Wulven!).
I started out playing mages until I got rekt by a Serena player so badly that I had to try her out, and I really enjoy playing as her. As I slowly learn the matchups and cards (still a learning process!) I think this is a strong deck, but there's always room for improvement. Work keeps me busy (god bless) so I only play a few matches a day generally, unless it's the weekend and I have some time to kill. Anyway, here's the list I've been using (currently only rank 208 but I was near 300 last month at end with a much weaker deck):
3x Agent Rex
4x Night Owl
4x Sabreen
2x Oliver Fagin
3x Sinkhole
4x Assassination
4x Stop Thief!
4x Hit List
4x Ill-Gotten Gains
1x Spirit Shuriken
2x Anklebreaker
4x Thoughtripper's Cutlass
2x Spelleater Bands
Total: 41 Cards + Hero
----------------------------------------------------
My personal thoughts on card choices:
-- 4x Sabreen: Seems like a no-brainer. I always play from behind, and comfortably at that. With all the "OMFG NERF SABREEN" out there, I feel it's important to point out that she is only strong when you are behind on board control. Amazing card.
--3x Agent Rex: I'm extremely conflicted on this guy. Rex is great for Assassination and against Mages/artifact hungry Elementalists. This card single handedly has won me games on turn 2 just because he can not only steal opposing card draw, but also prevents artifacts from even being cast at all. I'm conflicted on whether 3 is justifiable, but I really have no idea what to add in place of him.
--2x Oliver Fagin: I really love this guy. He's nigh impossible to see coming, can steal packbeasts, troll, etc. I only hate him when I get him in my opening hand He's nearly always a finisher unless I steal a large creature from my opponent.
--2x Spelleater Bands: This card has only come in handy a few times since I was able to add it, but it's immensely powerful. I can't really justify getting rid of any, and given it's cost, 2 seems like a great number.
--4x Hit List and 4x Ill-Gotten Gains: Card draw, baby. I'd looooove to reduce both to 3x and tech in 2 cards, but good god almighty I'm reliant on card draw. Without it, I lose for sure. Both cards pretty much sell themselves.
--1x Spirit Shuriken: I read so much about this card (thank you, posters!) that I had to add it. That being said, I honestly hate it. It's never proven useful, and with my current setup t4 is much more suited to playing IGG or Sabreen than this thing. Yeah, you can kill 1 single ally with it, but it has never turned the tide in my favor nearly as much as a Sabreen t4 play + weapon on t5. What are your thoughts?
--3x Sinkhole: This may be my favorite card in the deck. So much versatility that there's never a bad spot to use this card. Whether its 2cc for 2 dmg and location removal or just to laugh at the 2cc [insert awesome faction] card that has no chance to start up the opponent's engines, I love having 3 of them
----------------------------------------------------
I really don't ever feel like I'm up against a bad matchup with this deck. Maybe I'm just new or bias, lol, but really, it's pretty strong across the board. Not drawing removal is rough though, as this deck almost functions entirely on hard removal. Blessing and a curse, yeah? I'm interested in ideas to strengthen that process, as once I get to t5 with board control I win nearly 100% of the time. Some cards I had in there, and removed, or are thinking of adding:
Spirit Warden: I had 2x of these fellas in there for a while. I just never seem to find him useful at all. It doesn't matter if opponents can return cards to hand, although the active ability is strong. Same with the Steadfast. Great card, although I haven't missed him this month, as I rarely find decks built around the graveyard/discard lately.
Backstab: Same as Spirit Warden, I had 2 of them in as well. Cycles itself, adds a nice element of surprise, but just is kinda a "meh" card to me. Don't get me wrong though, there's times I thought "Fuckin-A it'd be nice to have a backstab right now" lol.
I'm open to suggestions and look forward to hearing what anyone has to say. I don't really want to talk about gameplay and decision making with my deck as it will bog down this post and it really comes down to matchups and knowing your opponent. Should anyone want it, sure, I'll add it or message you
Thank You for your time and assistance!
~Kyo
TL/DR: I'm a newer player building a competitive Serena deck. This is a control-oriented deck. Your thoughts are appreciated
Bookmarks