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  1. #1
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    Competitive Krugal - Control Banebow By: XY Soomsalof

    The Octagon #11 - @Quarra15.
    Winning Deck Submission By XY Soomsalof.

    Introduction - I created this deck during the release of the Lost Lands II expansion. As rush decks, especially attachment Priest and Elementals/Aldor created the new meta this deck seemed to be the most consistent counter towards it. The Krugal Tribe is based around cheap and ping damage control, giving rise to Hunter Hero's such as Victor Heartstiker and Banebow. Banebow supports this build by adding additional ping damage that cannot be reduced by any passive or active ability. Making the board during the early game stages easily controllable and gives you time for preparation towards mid-game.

    Hero: Banebow

    Allies (18):
    4x Krugal Trapper.
    3x Morbid Acolyte.
    3x Rampant Krygon.
    3x Sneerkrug.
    3x Deepwood Bobcat.
    2x Drangis, Lord of the Hunt.

    Abilities (11):
    2x Sacrificial Lamb.
    3x Sinkhole.
    4x Hunter's Gambit.
    2x The Perfect Shot.

    Items/Artefacts (7):
    3x Snare Trap.
    4x Camouflaged Foe.

    Weapons (4):
    4x Soul Seeker.

    = 40 Cards.

    The Ideal Hand + Plays for when you begin the game 1st:
    Turn 1 - Sacrifice
    Turn 2 - Sacrifice. 1) Krugal Trapper, seek out a Camouflaged Foe for next turn or Snare Trap. Board presence + Draw. 2) Snare Trap, exile opposing sides Turn 2/3 ally drop. Delay oppositions ally sector from building.
    Turn 3 - Sacrifice. 1) Camouflaged Foe, apply pressure to the opposition by weakening their Turn 3 ally drop. Gives you more board presence and further damage control with ambush ability. 2) Hunter's Gambit, reduces oppositions Turn 2 ally drop and gives yourself draw when Krugal Trapper attacks attached ally. +2 Draw and Board Control. 3) Any of the following 2/3cc allies in hand, dependant on situation.
    Turn 4 - Sacrifice. 1) Any of the previous recommendations from Turn 3. 2) Krugal Trapper + Snare Trap, if opposition presents aggressive and desperate plays to place low cost allies their ally zone this allows you to exile next 2/3cc ally and present another body on the field. Control + Draw. Note - Your Hero's ability will be active (ignoring factors that increase/reduce Hero's Shadow Energy pool) meaning you can give yourself more control over the field if needed. Don't waste damage on Hero, save ability to help clear the board.
    Turn 5 - From this turn onwards your appropriate plays will be determined by the games situation. Note - If the following steps are achieved, you'll most likely have early game board control. Prepare yourself for mid-game conditions so you don't lose momentum.

    The Ideal Hand + Plays for when you begin the game 2nd:
    Turn 1 - Sacrifice
    Turn 2 - Sacrifice. 1) Krugal Trapper, to seek appropriate trap for following turns. Will act as fodder if opposition played a Turn 2 ally. Damage of Hero + Draw. 2) Snare Trap, exile oppositions next 2/3cc ally drop. Delays them from gaining more board control. 3) Sinkhole, exile oppositions Turn 2 ally drop. Prevent damage to Hero + Remove oppositions board presence.
    Turn 3 - Sacrifice. Note - Your Hero's ability is active (ignoring factors that increase/decrease Hero's Shadow Energy Pool) which will give you the optimal chance to recurve and gain control of the board early. 1) Hunter's Gambit/Krygon, if Hero's ability is used these two options have the potential to imidiently kill targeted oppositions ally. 3) Sneerkrug, if oppositions ally(s) where damaged Sneerkrug will most likely be safe from that allies base damage as it has defender. Allows you to kill targeted ally next turn and clear oppositions ally zone. 4) Any of the other options for starting the game 1st is viable if appropriate on the situation.
    Turn 4 - Sacrifice. With all above options, you'll be able to play to regain the board or set up your side of the board if you recurved. Note - It's essential you control board early or the mid-game becomes very unpleasant.


    Additional Information to be Considered
    1) Item Destruction - This deck does lack item destruction as it's primarily focused on ally control and elimination. If you're uncomfortable with the lack of item destruction, Ley Line Nexus and Weevil Tipped Crossbow are recommended. Reduce; -1 Snare Trap, -1 Sinkhole. Addition; +2 Ley Line Nexus or +2 Weevil Tipped Crossbow. Weevil Tipped Crossbow provides additional ally control through weapons base damage.

    2) Drangis, Lord of the Hunt - This ally may seem questionable due to its high cost of 6cc however it only serves one purpose. Mid-game; if you still remain in control of the board and have friendly hunter aligned allies in play, Drangis, Lord of the Hunt provides additional base stats while in play (+1/+1) + ambush allowing you to safely attack the opposition and maintain friendly allies health. Besides this function it's not recommended playing this card as it's easily removable and most other cards within the deck will have a greater effect on the game.

    Unfortunately there's not much more to discuss in this section.

  2. #2
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    I'm open to feedback Please comment/suggest ways I can improve my Deck Reports.

  3. #3
    Senior Member quarra15's Avatar
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    Great post, Soom. Can't wait to try the deck too. Thanks for this.

  4. #4
    Senior Member Veles's Avatar
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    Great post! The best deck breakdown I've seen in a while!
    Retired Card Game Designer

    “Let the future tell the truth, and evaluate each one according to his work and accomplishments.
    The present is theirs; the future, for which I have really worked, is mine”
    ― Nikola Tesla

  5. #5

  6. #6
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    Thank you for the positive Feedback.

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