
CHUNGUS
Deck is HEAVY.. alot of push with some jank
(testing new courts this might be very strong)
My first deck ever is back!! And not very different tbh
OPENING HAND
Looking for ATLEAST 1 earth threshold to start preferably 2 earth and any tower (ex. ). If possible a or early is always helpful (playing or turn one or two sets up the Avatar pull later real nice)
Deck mainly runs around 2 earth + 1 air threshold, earth heavy. does need 3 earth threshold but it’s not hard to get to after a draw or two with these ratios
More then anything else I love to see that and opening hand
ESPECIALLY with a or but most times as long as you have 1 tower and an earth threshold, you’re looking for a , , , and maybe a for a turn 2 Tower with 3 mana to play any of those and apply pressure early
EVERY CARD AND WHAT I THINK
AVATAR
Hard to beat the draw value can provide. Can be easy to abuse the double draw to early. Try to get to 5 sites when possible so you can cast the 5 cost spells then double draw all your little heart desires.
AURA
Insane card a lot of options on play I like to place it touching both ally and enemy sites for +1 attack / defense. Just as well being able to attack the back row of sites is helpful too and will give an opponents avatar a tougher time escaping the +1 earth minions.
ARTIFACTS
Helps burst out heavier cards great for an early combo’d hopefully with a or early or for helping bring out the big boys
(Double drawing with one of these out feels real nice)
Best card. Can help cast spells so much easier. All multiple color decks need this.
Crazy tech opens the game up so much the combos become insane
Feels risky every time I use this gives enemy alot of new options as well. I like to save until necessary.
Can also be used to give a new angle to yank an enemy
Any 5 power minion feels pretty decent drawing cards. Have a nearby whenever possible just incase they pop. , , or any smaller minion can be used
MINIONS
Can really help speed up the deck. Just be sure to play him as safely as possible. Can even give him to be safe out in the void and next turn free extra site.
Cycles cards back to hand. Trades feel even better. Gives a really solid hand advantage. Try not to play alone very often wait until the field is filled with a few ally minions to return to hand.
Simple site draw allows for better threshold control and keeps you drawing spells. this man to get even more value.
Hold until you need to trade + if a is in the realm.
Silence takes care of a lot, very oppressive
Can be used to move any direction or gets movement around too, takes away his immobility which is hilarious to me
Big beater card 4x4 Power not affected by
Very strong and a problem that has to be taken care of
Just for some tech, play in the void adjacent to an ally site. Next turn, play a site under so you can play a minion at that same location pick it up and take a valuable minion out to the void for protection during summoning sickness. (hard to target something out there) then get to attack using s range.
Tested this out and it was awesome 3 steps and void usage was so clutch.
Just such a nuisance a lot of control I sometimes forget they can attack
only (x2), (x3) felt like it clogged up the deck to me
THE PROPHECY HAS BEEN FULFILLED THE TRUE CHUNGUS IS SQUIRMING MASS!!
Insane combos with take out to the void for protection then dive bomb to help boost the MASS. Can be played in Gnome hallows for protection but he can get big enough to Deaths Door someone at full health.. CHUNGUS
Sadly going from (x2) to (x1) for now
0 power to start is easy to kill still love the tech but doesn’t last long usually
Can always be played to protect Gnome Hollows
Very strong and a great push minion
I love to see opening hand with any tower plus
Used to not be a big fan but it’s always nice to see especially with the added s and s very effective
Classic Pudge but I want to use him to drag their avatar to a or site.
Can move to attack / defend when is nearby
s are this cards best friend play him to the side unassumingly and then pop him into range for a YANK!
His ability is not as good as I had hoped but it can still get a draw and is a decent target for . 4x5 power is hard to beat alot of upside here
here for one reason and that’s for a another common sense search option
Very strong 5x5 vanilla but pretty high cost going to test see how useful it can be
Threshold only needs to get to 2 air for one card, this man. Worth it for the health gain alone but whenever the protection happens its always a plus
Magic
stay alive at all cost card +7 health
Unpredictable movement and getting untangled or unrooted and attacking feels very good
Want see it sneak a onto a or to pull an avatar into the trap!
Hoping to use it to search for whatever I need in the moment. Early it feels good to grab an late game is always helpful in this deck full of HEAVY hitters
useful tech gets rid of their pesky aura / cores / stone whatever this can hit it always feels nice when it does.
Great after an attack to set up a unblockable attack next turn and get a nice draw. Can be d for a final blow.
Great win con or removal option
Only (x1) so make sure it’s worth it to use. target great for final blow.
Great for removal + a secret burrow minion removal tech.. if you bury your own the sisters will die but anything nearby underground dies with her. target when needed
A lot of big creatures to shoot over and smack
Can be used for game winning shot or move units around
clutch spell saves the day buries a bunch of minions advancing on you
SITES
Very strong site can’t be moved or blown up by other lands or spells
Cant be flooded keeping a safe spot for spiders
Great against and decks
Gain extra mana for heavier pushes earlier. Perfect for turn 2 , , .
Tri-cite. Simple. Has both earth and air threshold helps keep threshold under control.
Feels good under the avatar defends against most attacks at least the heavy ones and defends against and djinn win con
Can be a hassle to move around but very helpful
Vanguard Knights can always be summoned here then grow to a 4 after entering.
One of my favorite cards since I first started playing insane value defense protection and attack
Combo with for heavy double attacks.
+3 healing whenever possible, stay alive!
God tier heal, has an earth threshold, and can counter fire / spark mage avatars using their grave as a charge or death speaker using everyone’s graveyard genesis
Helps with early movement for your avatar to pull apart the original site and push the avatar out
Can be used aggressively to push an enemy unit closer or an ally minion further forward
Best multi-threshold site. Can sometimes get shut off but once you find a good place for it in your play style it has more pros then cons
The other Tri-cite with earth and air. Need em for consistent threshold.
Pick whatever threshold gets you closer to 2 earth 1 air first. After that 2 earth 2 air max is all you need.
Spiciest tech in the deck, jank if you will, but I want to their avatar onto it and hit them hard as I can for two turns
I had someone on deaths doors I entered the myself and drew 3 cards into the answer I needed! A lot of weird options here
(Could be a tower or any other spicy land)
Duel lands for the deck always nice to see
Testing to see if this affects the threshold consistency. The draw is very good. Most times you don’t even have to discard and if you do it was an extra card you never had anyways. Might be getting greedy with sorcerer as the avatar but could always use draw.
(Maybe)
already wrote something so keeping here just in case they come back vvvv
(x2)
pretty self explanatory lil 2 drop 3x3 beaters for some early push / removal bait
(x2)
with the resurgence of Fade and the uptick in Blinks and Grapple Shots these lanky boys might fit right in for some hand removal and just some serious disadvantage for an opponent
Need to test (usually ends up being removal bait but still feels solid)
can be clutch moving around sites for the right angle or free attacks
Paired with a Mix Terra and a Sinkhole turn 2 can get ugly very quick (can be subbed in for Phalanx and add in another mix Terra? Sitting out the combo for now to be more consistent at 40 spells)
trying these out for now want to disadvantage opponents threshold lock or get rid of pesky sites
(can replace Free City trying to decide what’s better)
50.30 (pre AL) - https://curiosa.io/decks/cm1x6wazu003el7c8buudyaf4
40.20 (alpha/beta) -
https://curiosa.io/decks/cm0zovs2t001512s8vwcz4auj?tab=view
Anyways something like that for now...
goodluck!