Since I first started playing card game with magic in the fourth(ish) grade, Mill decks have always been my staple tried and true method of victory. I find that forcing players to battle you in unexpected ways pushes the boundaries of skill and helps guide the meta (when enough people do it, of course) into a stronger format. That being said, I've tried multiple ways of doing so in this particular game, much to my rating's dismay. I've tried plague-lock, but it was too inconsistent on it's ability to lock the board. Finally I made a second account to protect my rating from the abuse.
I then tried Moonstalker, and while the lock on the board was severe and long lasting (13 turns pretty consistently) once the lock was broken at the end all the creature control in the world couldn't protect me from what came next. This put me back to looking at my good friends the Elementals for answers. Eternal Renewal would help me hold out on the life loss from decking, but there were no good life gain options (personal opinion). This time I started looking into the allies, and found that Shadow Allies had quite a bit of umph in the defense department. So I got to work trying to fuse an ally based-stall deck that could carry the potential to hit hard if the opening present itself.
May I present the 1.2 build of Elemental Fusion:
Hero:
Zaladar (Elementalis hasn't been tried yet, I just love Zaladar's board clearing ability and he prevent an opponent from locking their deck by maxing their hand to stall me out)
Allys:
Spark x4 (Decent one cost drop, if he swarms late game then he's only benefit. My perfect answer to Blake)
Infernal Gargoyle x4 (Hard to kill, long lasting, good damage. He's exactly what the deck is designed to do)
Deathbone x3 (Taking some advice from the replies, I gave him a try. Punishing Mages as well as giving me a viable way to deal with 4+ hp creatures? Yes please.)
Chimera x3 (A recent addition, his ability to switch is one I'm hoping will help me better control the flow of the game!
Plasma Behemoth x3 (This guy is an offensive powerhouse. He rarely survives his first turn in play without being infused, but that's because of just how truely terrifying he is.)
Abilities:
Bazaar x4 (This fuels both my mill deck parts by speeding my foe through their cards, and it also power my aggro side by making sure I always have some. The double edged sword of beauty.)
Life Infusion x3 (Quickly became a staple in the deck. It combos well with 3 of my allies for a late game powerhouse or damage sponge.)
Bad Santa x4 (Quick way to power myself up early game, or wear my opponent out late game.)
Mind Control x4 (Creature control + Damage rolled into one? Yes please.)
Eternal Renewal x3 (This card is more powerful than I originally gave it credit. Completely refresh my deck after my opponent's run out? Completely undo the massive board control of other decks? Or, you know...Sac it early game.)
Armor of Ages x4 (Unless you're a mage, you literally can't touch this.)
I know running two themes seems like it's destined to fail, but aside from some consistency issues the deck runs well. Just not so well I couldn't use a little advice from the community!
Mages are the bane of my existence. I literally cannot seem to find the way around them. I've taken on the biggest decks that I can at my rank, and none of them give me an issue. Except mages. Even the terrible ones slap me around!!!
Help?
Edit 1: Updated the deck to the most current revisions, actually got it down to 40!
"Nachyo Average Easter Egg Hunt!" 1:Arthyle rubbed the exhaustion from his eyes with the cold water from the basin in his tent; a rare treat in the middle of the Gaderi deserts. The war had taken its toll on every country, yet his soldiers persevered through the difficult campaign without complaint.
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