
Welcome! Welcome to the Void!
First of all: This is not a + + combo deck, I hate the idea that Corruptor is an Avatar that's only useful for enabling this combo.
This is the latest version of this deck. After so many tests and variations, the Void won me over, and my Corruptor took root in it.
Nowadays, Voidwalk decks make heavy use of the Harbinger avatar, achieving great results. After analyzing a few decks and looking for ways to refine my Corruptor even further, I thought: why not? So I decided to create a Voidwalk version with Monsters and Beasts, and, by chance, it worked!
The main idea of the deck is to put pressure on the opponent through creatures with Voidwalk in the Void and through strong creatures on the Sites. The idea is basically to take advantage of the fact that Beasts are Monsters in this deck and make use of this characteristic with cards that benefit from Evil, such as , , and the versatility of as removal in any region.
The main strategy of the deck is to generate attacks from all sides, flanking the opponent both from the sides in the Void and from the front when Sites meet in the central lines.
Mana acceleration through Sites such as the Towers and creates good opportunities to speed up the deck. It is always interesting to start the game with at least one Site in your opening hand that reduces a cost or generates 1 additional mana, and at least one Minion that can take advantage of it. So the Mulligan is important.
The early game should be approached according to the enemy avatar. Depending on my hand and the opponent, I like to place Sites only on the avatar's line during the first few turns, especially if I have a in my opening hand. It can even be placed on a and used to ride through the Void to the nearest enemy Site with a mounted ally, allowing me to attack heavily as early as the first few turns.
We can also start the game with the central lines protected by defensive Sites, while flanking the opponent with and the other Voidwalkers.
Usually, the first 3 turns are used to draw spells, and I start drawing Sites until I reach 6 mana.
The offensive positioning of Sites mainly happens with , , and , placing them either on the central line or on the first line, depending on the Minions I have in my hand.
If I have a Minion with Voidwalk in my opening hand, I like to pull the opponent upwards, placing Sites only on the avatar's first line and sending Voidwalkers into the enemy lines. If I don't have Voidwalk at the start, but I start with or , I prefer to play the Sites on the second line in a T formation and go for a standard approach.
T Site positioning: [X][X][X]
[A] — with A being the avatar.
The defensive positioning I usually like revolves around bringing the opponent upwards. However, depending on my opening hand, if I start with or , the standard positioning on the central lines is a good option.
is a Site that is in the deck to give my avatar some good movement, since I usually like to keep it still until the sixth turn, and this can be dangerous, as it makes it an easy target for a direct attack, especially from Fire decks.
it's dooope! Since most of my minions are in the void, disabling just enemy minions 1 turn is awesome to review the board and take some breathe.
The deck doesn't play many removal spells, just some bunch like and to play against pressure under my avatar.
it's an awesome control spell, because i can use with a minion in a void nearby sites and hit hard, other important detail from : Can kill .
Minion like , and mobility spells like cand help to control board as well.
is a important aura, since my creatures are usually much larger than anything else caught within its aura and some are in the void.
well... it's Atlantean Fate.
are fantastic for finding key minions, personally i like more than .
I used to run three copies of , but I realized that was too many. Now I only play one, and it's more than enough. It's an excellent card for buffing your minions and creating a must-answer threat for your opponent. It can also be used as a sneaky shenanigan to disrupt your opponent's threshold.
My favorite play is using to transform or into . This lets me use as a minion without having to replace my Avatar. Having on the realm after drawing a 3 cards with lets me accelerate the deck dramatically in the late game, applying even more pressure or guarantee some minions to defend. But if I am having problems with my avatar taking too much damage from enemy Minions, I am not afraid to turn it into Mephistopheles and take them all out, thanks to its 4 Power.
are included to protect my Avatar. My playstyle involves moving my Avatar as little as possible, so protecting it with works extremely well for me.
I used to think this card art was pretty ugly, but now I absolutely love it. The fact that it absorbs the first damage each turn allows me to play much more aggressively. Since all of my minions are evil, I can't give any of them ward, so this minion fills the role of a warded minion. And there's a funny interaction between and . The fact of the turtle doesn't take the first damage of the turn, make the Pnakotic draw free. It's better if i cast on void with with or .
+ =
+ it's guarantee 2 draw.
is one of the most fun and aggressive cards in the deck. He's always attacking and never seems to leave the realm. If you ever get the chance to play him, I highly recommend it.
If i have chance to play fast, it's a good call with if not, is the best choice. In time of need is a right call.
it's a nice magic to play with voidwalks, because it's friendly magic to play with void, since as the magic doesn't target, we can play in void minions and acelerate the approach of the minions to the enemy site or avatar. Also, it's a cheap magic to cast and get more value from
This deck is incredibly fun to play. It's completely off-meta and started as one of my own crazy ideas, but I genuinely believe it has room to grow as future sets introduce more Beasts and voidwalks to the game. I hope you enjoy it, and more importantly, I hope it inspires you to build your own weird, creative, and unconventional decks.