
Dragonlord/Vatn Draconis!?
If you had this reaction when seeing this deck, you are not alone. Many consider Vatn Draconis to be a lesser dragon when it comes to your ability. I mean, Who wants to spend mana to activate an ability that only works at the end of your turn and has to be used while you’re on a water site?
So what made this deck so good? The answers…
Draw Power
Say I have 6 mana and no cards. I have two minions attacking my site and no way to deal with them. I draw an Into The Abyss. I can only remove 1 minion, which means the other will hit me next turn.
Now, what if I was playing Dragonlord and just drew a Sir Pelleas? I can move, use my ability, and play Sir Pelleas along with it, putting my own threat on the board while simultaneously removing all others at a site.
This means I can have a deck full of minions, and not have to draw extra cards to use removal.
The Element Of Surprise
Nobody expects you to play water Dragonlord at a cornerstone. Nobody. As such, people expect this to be an easy match. They might not play their mulligans as seriously, or play low on the defense.
Then, just as they think they have you, you play your ability.
Suddenly, their minions are dead, they have no defense, and they have to look at your dragon again because they can’t believe their eyes.
Each Card, It’s Weakness, It’s strengths, And My Take On It
First up is Mariner’s Curse, A surprisingly good card in a deck that has excellent removal, This card is great when paired with Winter Nymph and Riptide. Always use this card over your ability if you have the choice. A 9/10 in a starting hand, 6/10 late game.
Atlantean Fate. If you have seen any water deck, you know how good it is. Just NEVER play it on your own sites, and be strategic against fire decks. 6/10 starting hand, 10/10 late game.
Mix Aqua is probably the best card in the deck on your first turn, never mulligan this card away. 10/10 early, 4/10 late game.
Ring Of Morrigan is one of the most historically powerful cards in all of sorcery, but is dangerous to play if you play a game against a good water player. Keep this card in hand until you desperately need it if you are against water. 6/10 early, 8/10
late game.
Toolbox. Must I say more?
Tombstone Wardens is one of the most interesting cards in this deck, If you don’t like it put in a Driftwood Marrows instead. Use this card to buff your defense and go all aggressive with your minions if you get this. 10/10 starting hand, 8/10 late game.
Dank Omphalos is very good in decks that have virtually no draw power (this deck), but be careful that you remember it cannot cast artifacts. 8/10 starting hand, 8/10 late game.
Winter Nymph is overpowered when used early against fire decks. I went against multiple fire pathfinders in the tournament, and when I used Winter Nymph it shut them down. If you place it right it can eliminate all redcaps, and it also is immune to kobolds if you keep it under stealth. 10/10 starting hand, 4/10 late game.
Aino is always a debate for me, it is powerful but not much more so than many other water 3 cost minions. Use this card later in the game as damage, but honestly I would mulligan it away if I got it in my starting hand without a Mix Aqua. 4/10 starting hand, 9/10 late game.
Brobdingnag Bullfrog is ok removal on maybe turn 6+, but this one is a really bad turn 3 play. Mulligan away. 3/10 starting hand, 9/10 late game.
Coy Nixie is quite the popular card, but unfortunately it just doesn’t fit in this deck to have 3 copies. It isn’t a bad play late game, but this deck has enough removal to make this card a disappointment to draw about 80% of the time. One copy doesn’t hurt though. 6/10 early, 7/10 late game.
Lugbog Cat is probably the best turn three play in this deck, and is never upsetting if you get it on the draw. Never forget to cast this minion to any water site, this works well if you combo this effect with Ruler Of Thul. 10/10 starting hand, 9/10 late game.
Order Of The Sacred Oak is an insane value minion, considering the fact that it is not effected by any courts, the order is a very safe card to have in any water deck. Use it wisely against fire pathfinder. If you play it while there is an Ablaze! Aura on your sites, they have no chance to kill it before the aura dispels. 10/10 third turn, 7/10 any other time.
Sir Pelleas is a great option to have in a splash of air, but is killed quickly by most removal spells. Use as an attacker. 5/10 starting hand, 8/10 late game.
Abaddon Succubus is a good play at almost any time in the game, but sometimes loses value if an opponent puts out a 6 power minion. Use with troll bridge or a movement site to put the enemies next to your avatar. 7/10 early, 6/10 on the draw.