
Hi!
Here i bring you my take on a midrange smoke ![]()
build on the coolest (and sometimes underestimated) Gothic avatar: !
Let’s start our doom chants and begin to summon devilish creatures from hell!
a) Luck-based “mini games”: You start the game already playing against your luck: three rolls that can define your opening hands, site’s placement and how much of aggro or control you will be in the starting turns.
b) Big bad creatures: Harbinger truly shines outpacing your opponents, curving big minions with the discount, even better if putting them in the opposite sites for good trades and early aggression.
c) Midrange strategy: With this deck, rapidly you can switch from aggro to control (and vice versa) and often the best moments for you are in the midgame.
a) Consistent openings: The portal placements can be brutal sometimes, leaving you already in disadvantage before the game really starts.
b) Fast-aggro or hard-control: The super fast and cheap minion strategy lovers, as well as the hard-control players, can find this strategy clunky, with heavy (and sometimes hard to cast) minions or not so much flexibility and gas in the late game.
c) Super strong meta killer decks: Although i think this deck can be really strong (specially if well played and with some luck with the rolls...) this is NOT a tier-S meta killer deck. If you want to go for the obvious options, maybe Harbinger is not for you.
ex abysso ignis nascitur
The main idea behind the deck is how to better leverage from Harbinger’s passive signature ability: get 3 minion spawn squares – possibly including your opponent’s sites and also voids – with the discount of 1, once per turn.
Harbinger can be built on a wide variety of elements, but after some tests, my preferred one is smoke: air
for better exploitation of voidwalk, positioning, removal and overall good collection options and fire
for great aggressive minions and finishers.
My first take on was oriented towards water
, which can also be very good, considering the wide variety of great powerful new minions from Gothic (you can check the list here:
Water
w/ splash Air
List : https://curiosa.io/decks/cmim4cz4o0084lc04os56yuvs
After some tests (and also considering the growing popularity of mono-water lists with , and even ) I switched to Air
+ Fire
. So let’s dive in!
silentium mundi frangitur
a) AIR (A):
Arguably the best color in Sorcery (sorry wet-heads
!) here is the place shines the most. The main collaboration for the deck are:
AURAS
Three great auras that can impact game: , because as you will see, sometimes the luck is against us with Harbinger passive ability and we need more strategic spawning options. again can help us a lot with positioning and also beef-up our Evils (we have +25 sinful dudes around). because it can be just backbreaking in some match-ups (hi , hi ).
MINIONS
In the minion’s realm, for air, we have two great keywords at our disposal: airborne and voidwalk. is our bread-and-butter here, specially if it can be cast on turn 2, using the 1 discount. We also have a sub-theme here: VAMPIRES! Come on in, and two amazing flyers that can really outclass races with aggro match-ups and put us back away from death’s door. is a BEAST that is hard to remove and can be summoned early in the void.
MAGIC
Finally, the real spotlight for air
: the magics. We have , and as flexible cards that can be used aggressively our defensively (these ones specially effectives if combined with a vampire). Great to close the match.
b) FIRE (F):
Fire
brings more relevant options of minions: for another dude that can be cast on turn 2 in the void with good mobility, for a cheap, dumb beater and and for two more flyers that can devour weak minions. Fire true stars are (imagine casting this bad boy in a opponent’s site for 5 mana, burning their minions and/or avatar on turn 4 with the help of a ramped .. just…. *chef kiss*.
a) STRENGHTS:
b) WEAKNESSES:
ignis portas abyssī aperit
Well, let's talk about portals. Before you keep your hand, you roll the three squares on the realm where you will place your portals and see where you will have the advantage to cast your hordes. As already mentioned, luck can be on your side (or not!).
______Opp Avatar_____
A. [01] . [02] . [03] . [04] . [05]
B. [06] . [07] . [08] . [09] . [10]
C. [11] . [12] . [13] . [14] . [15]
D. [16] . [17] . [18] . [19] . [20]
_____Your ___
Let's say your opponent's avatar starts at square 03 and you on 18.
At the first glance, you can think that the best portal places are 02, 03 or 04, right?
Although, yes, they can be awesome depending on your oppening hand and opposing deck, they can also not be ideal.
The same goes for, let's say, portals on 17, 18 or 19 - at first you can think they are bad places to have portals because it's not on your opp's face... but these can also be great for defense against aggro decks or saving you in the late game!
So, it's good to remember:
After your portals are active and ready to go, you see your opponent's avatar and you see your first 6 card hand.
What you want to see?
In general:
BE CAREFUL!
Don't overpush it and put all your threats fast. You need to be aware of board wipes and bad trades that can threaten your mid game.
Try to save some gas for your opponent's response.
Watch out for , , , or bigger early drops as and
Here is your time to shine. Ideally, in the mid game you have good minions in place and you are the aggressor, while also having some other threats in hand for scalability. Focus on pushing the damage and keep the minions comming and be mindful of your mana usage. Use your portals wisely, flanking your enemy army and opening different attack opportunities on different places of the realm. Your main goal now is to lower your opponent's life fast for a death's door - a well timed or can be key.
Sometimes, in heavy control / attrition games, at this point you can have difficulties in asserting a constant wave of threats, so it's important to secure a "refill option". Try looking out for or even a .
Watch out for , , , ,
ignis ultimus omnia devorat
If everything went well, now your opponent is already at a low life and you have controled their threats.
Be careful with big late game decks, such as and . The correct philosophy for this deck is "strangulation due to constant pressure" and not only as a glass cannon that only leaves your opponent at 1, 2 our DD life but can't finish it up.
Try to save a in hand, or maybe even a . We have great options in the toolbox as well with and the classic .
Watch out for , or big comebacks with ,
Finally, for the collection i bring flexible options:
By: machinagro 🇧🇷