
this is my most successful comp deck, currently sitting at a 75% wr on summit across all gothic seasons! for lifetime tournament matches (excluding casual meetups) im currently 16-0, with stats below for my own tracking!
mulligan - always try and get 2 of each threshold in your starting hand, or 2 and 1 and then scry the atlas for the other, if going second. aim for forsaken, dreamers, nixies, phantom steeds, stargazers in your opening spells
strategy - the biggest advantage to playing voidwalk is that your minions are difficult to remove! the enemy cant target them, mass remove them, or trade efficiently vs them. this often gives them options like the following:
a) defend sites and wait for an opportunity
b) play sites under voidwalk minions and attempt to kill them off one by one
c) full attack to try and race
this deck can hopefully exploit all three of these options. if its a), we have plenty of time to play stargazer and GMW to outdraw them and overwhelm them. if its b) we can encourage the enemy to play sites in a subpar formation and eventually exploit that by attacking where they cant defend. and if c), we have plenty of defensive sites like thin ice and babbling brook and board wipes like call of the sea and whirling blades to swing the game in our favor!
the best players (assuming they are playing a balanced midrangey deck) tend to choose option C. due to this, its imperative that we plan for a big board wipe! leave a 4 power minion safe in the void to prepare for whirling blades, keep a scatter in hand for a big thin ice push, or turn your brain off and afate them!
as for harbinger itself, versatile movement minions like steed and ophanim + void friendly movement spells like second wind counteract harbinger's positional restriction. a common line is to play phantom steed turn 2 on one of your sites, then something valuable like succubus or sacred stag, pick up with steed, and bring them safely into the void to save for later, as well as adding fuel to stargazer. second wind is preferred over blink as it crosses regional boundaries and has double the range, if cast twice. this allows something like dormant monstrosity that is normally very positionally restricted to survive its first turn in the void and then immediately join the fight!
weaknesses - any deck with more engineless card advantage and tokens like archimago or ramp geo is an uphill battle. eventually they will craterize or onslaught you... gotta play aggressive into those decks and hope for the best. fire aggro can also be super tough if you cant keep a succubus or thin ice nixie alive. battlemage also a bad matchup as they tend to play fewer minions so defensive sites and nixie barely matter. best option is to try and race them
Gothic store kit event 7/25/2026 17 players
1st, 5-0
Cornerstone Williamsburg 8/22/2026 11 players
1st, 4-0
Cornerstone RIchmond 8/29/2026 28 players
1st, 7-0
casual meetups 8-1, lost to mist druid