
Overall (lifetime): 10-11 (2-1) (3-0) (2-1) (1-2* without kobolds)+ for fun games (2-7)
Hampusmancer: 2-2
Martinchantress: 0-3
Waveshaper: 2-0
Savior: 1-0
Necroburn: 1-1
Elementalist (Pjotr): 2-0
Forced-movement geo: (Sir thumb) 1-0
AoA: 0-2
Charred Impostor: 1-0
EF Magoo: 1-0
General
, Crasy work this lil guy does chumping / setting up for imp / desert is nice and drawing a site sounds like not a lot but it does a lot of heavy lifting
, Another MVP. There are multiple ways of getting a 4 power minion of the field
, Love them
, Playing them for real feels good, using them to mill is kind of meh. Nice that they fill out AA
, If ahead on board this guy does go crazy. Also good against water to break up the body of water and fucking with some unique sites. Moving a feels good
, Hasn't done much yet but against s and the like he does work by being big
, Has mostly been in the cemetary, is good at killing stuff and hitting hard
, Vile Imp's best friend. Nice way of getting value just a crazy lil' guy
, Root Spider
, Against CoE decks it is a feels bad most of the time but they do play some amount of uniques so not the end of the world
, Gargantula
, does his best Balor impression
, Paladin babe
, Crazy guy
, thought he wouldn't do much but the site movement is very good against heavy earth and water
, obviously very strong, a bit scary to play
, one of the best Genesises
, The main man
, Very good against earth / red aggresive guys. Hard to try and keep him alive but if you get 2 turns with their minions the game is over most of the time
, Thought it was a meme card, but it does go very hard with playing a site and drawing a card each turn
, too good not to play
, DOES NOT KILL MORGANA!!
, Bury.
, I want 4 of them
, KILLS MORGANA!!
, I have yet to use it for something, could be a cut without kobolds. Could be a reason to run kobolds
, EQ
, nova
& , Goes Boom. Have not needed more than one most games
:
3: Root Spider
4: Autumn Unicorn + Cemetary Rats // Gargantula // Root Spider + Rats
5: Gargantula + Rats
6: Unicorn + Rats // Gargantula + Rats + Play Rats
7: Gargantula + Root Spider // Root Spider + Autumn Unicorn + Rats // Gargantula + Autumn Unicorn
8: Gargantula + Autumn Unicorn + Rats // Gargantula & play // Gargantula + Root Spider + Rats
The collection with an Angry mob + Burn + Makeshift Barricade is strong. Flayer should be awesome against tokens /
Water:
Sinkhole/Heirloom Lost is very good. We will draw a bunch of sites and against most non Bonk-Mage water decks the second threshold you can remove can just win the game
Not having a good solve for feels bad. We still want our minions on the fields for a while
Heirloom lost + sinkhole + mover of mountains are good at getting the annoying ass sites away from me and my boys
I am just bad at the game against water
Hampusmancer:
would go crazy, pudge butcher is scary. We have a bunch of resources in their cemetary though so it should be good. Deserts + vile imp is v. good. KotR is scary.
Order of the White Wing is probably the minion that is the most annoying to deal with. Makeshift Barricade is awesome, it feels kind of easy to deal with the board presence that Geo can produce so fading the burn is nice. Also being on DD is very good, makes me almost consider
Our own KotR is one of the best cards
, how do we solve this cute little guy
, we really don't want to restart the game. Heirloom lost is the best answer, annoying to go down on mana
tbh pretty free when there are gargantulas and michaels in the opp cemetary
Martinchantress:
We have a bunch of solves w. root spiders, enchantress, toolbox, common sense. M formation is v powerfull. The 4 drops are also big money. Stags + orders are annoying (more arguments for our lord of Aventis)
:
Heirlooming / forcing them off their first wind site feels very good. Skrimishers of Mu are annoying as all heck. King of the Realm is good, slow but might be keepable in the mulligan. Ideally we kill their dudes before we have to deal with them. Avatar push -> bottomless pit is next level coy nixie ass cringe. Does not really seem to run flood effects except for in the atlas. They play defence until t5/t6 and then just go all out -> we have time to get our sites online and draw spells. Take a chill pill or go aggressive with 3 drops. Don't try and play the midrange game, you will lose.(?) It is a matchup where kobolds + gigantism does crazy work
, cheap(assuming no courts) way of getting additional value of the Gargs + more while also killing a bunch of crap
, just a crazy lady with a penchant for murder.
, not really only gargs and michael it really combos with but does open up another avenue of doing crazy shit
, big guy that at least kills a thing and then kills them. Expensive as hell
More deserts, the early game of vandal imp + desert seems crazy good. Also Ward minions (Sacred Stags, Paladins of Bazia) are really annoying (shocker!) Deserts + Angry Mob also deals with the warded 4 power lads.
- Now on 4 Deserts and they did pop off if they had been the original sites I would not have won
Fields of Camlann: Need to be ok with playing it, drawing sites to enable it is just straight bad
Mulligans:
Really want imps and or land surveyors -> 3 drop that does something. Feels easy to want to keep a paladin or something of the same caliber. Need something that can stick / do something immediatly / from the cemetary
It really does sometimes feel like there is too many magics in the deck, rats are especially good at milling them when they would have helped. Also good at milling them when i need dudes so I think it's not too bad actually.
There is a 3 color version of this deck that goes way heavier on control to then end the game with big booms / coming in with the lads after the cemetary has protected them. Sounds fun but even more difficult to keep the inner panic demon in check and win the game.
Mana, the deck always wants more lands. However taking time of for landmass always seems annoying. 5 power minions are difficult to deal with (kobolds + GotS?)
Fields of Camlann & Deathdealer, against wards they feel bad & annoying. There is a version of the deck that splashes air for collection, bolts(?), grandmaster wizards and Bane of Aventis. Makes it harder to get deserts in.
Opposing cemetary hate, I don't think it matters that much. If they banish DD/Michael sure that is annoying but we should be able to win without and just use the cemetary more often if against red decks.
Opposing root spider, very annoying when you don't have root spiders - Lavaflow as a 2 of? Unclear we want to stay on starting and play a site a turn
Amulet of Nin..., very good against us. Need to keep that in mind against decks with it. I.E. Keep the disenchant in deck for amulet / ring. Few decks play both
Major Explosion, need to take a step forward to maximize, how okay is it to use as purely removal?
Imperial road ?, we do draw more sites i dunno maybe. Not pissible in the 3 color version
Princess, what is the second 1 mana artifact? mix, trinket,