
Technically this deck went 3-3 on paper because the event was cancelled early due to a tornado warning. But I played my opponent out and it was clear to both of us that I was going to win that match. So, in my mind, this deck went 4-3!
Going to add a quick primer to this one, because this deck is getting more attention and I'm bored at work. But for a more thorough breakdown, look at my older "Trench Warfare" deck primer. It's slightly out of date, but most of it still holds true. It goes over site placement and mulligans.
Since GenCon, I've gone to 2 Cornerstones and secured winning records (4-2 and 3-2). Feeling confident for November! I've made a bunch of changes event since GenCon, but I think I'll wait until after AotR to post my current deck list. Unless I make a video on it.
This counters / , , , etc. To put the effect a little more simply: Anything that targets (Spell OR Ability) HAS to target either Blasted Oak, It's Site / Location, or another artifact / minion at it's site or location. In that order. This still works even if it's buried. In fact, it works better, because you can still force a or to target this site without it doing anything to the Oak itself.
If you are on Death's Door and trying to prevent your from being ed, you might want to keep a minion or another artifact on the site that you don't mind losing, just to prevent them from swapping you barricade and oak. With a minion on the site, they will be forced to select both the minion and the oak for both targets. Just keep in mind, this works both ways.
If the Blasted Oak is too far away from your home site and they have , they can just move away from the blasted oak until it's more than 2 steps away, and then target your site. You'll need to balance this distance problem with threats like .
This protects you from all damage, and only is destroyed after taking 3 or more damage. This effect happens when you take damage, meaning it happens after you lower the damage by 2. That means that your opponent needs to do 5 or more damage in one instance of damage to break the barricade. The damage DOES NOT add up between attacks or magics. So this cannot be broken with an or anything like that. Very hard for most decks to deal with. Then, even if they break the barricade, they have to have a follow-up to finish you off.
Almost self-explanatory. The harp makes all strikes nearby it deal 2 or less damage. You take 2 less damage. This means you take no damage from strikes. Now, you will still lose life from strikes on your sites, but they will be lowered to 2 life lost while nearby the harp. Because the effect is nearby, YOU DO NOT HAVE TO HOLD THE HARP TO GET THE EFFECT. This means you want to try to play it nearby if you can get away with that, to prevent your opponent from taking out all your defensive pieces at once with a single disenchant.
Amazing site. Putting it as your home site is good against water decks that have access to or . It's also good as a home site against decks with lots of airborne minions. When going against earth and / or fire, though, you'll want to put it in front of you when you're making the M. This blocks any minions from entering your home site. If both can be Gnome Hollows; that's amazing! Throw down a , , and have yourself a nice tea party to pass the time.
This site has won me a lot of games. I have taken away upwards of 12 life from an opponent over the course of the game with 2 of these out. You will maybe lose, like, 3-5 life a game from these. But opponents seem to be less conservative with their unique picks.