
Welcome to my Voidwalk agressive deck , my mindset when building this deck was looking at pathfinder and saying I see you over there now hold my beer but I also wanted it to not fizzle out if it cant close the game during the more early stages and is pushed into late game where most agressive decks struggle so with that in mind I set about building a deck that can play agressive and close a game early but if forced to can also piviot to more control style of game and out value your opponent. So here is a little description of why each card is in the deck, feel free to leave comments on likes , dislikes and any potential edits you think would help the deck or if you just hate it fee free to say that to haha.
AVATAR
Interrogator- I had a few options when picking my Avatar I could of gone pathfinder myself or necromancer for the skeleton army but I decided to focus a lot of the deck around interrogator's ability, if a 3/4 mana card with 3 power deals 3 damage and draws me a card then the card replaced itself while also dealing damage and now still needs to be dealt with, if a 3/4 mana card with 3 power deals a total of 6 damage than my mana spent for the damge output was well worth it even if it doesnt get a second attack , cherry on top if an opponent as to trade one of there minions in return. Most of the minions in this deck aim at getting to the avatar as easily and quickly as possible to maximise interraogator and a lot of the magic is to either keep them next to the avatar safely or allow extra strikes to keep triggering the Avatar.
MINIONS
Vril Revenant -this card is pretty multi purpose , if you see it on curve it can start threatening 4 damage and a draw on turn 3 or 7 damage no draw, if you cant hit the Avatar 4 damage to a site turn 3 if you have no other play is still a fair chunk of damage. It is also a great target the pop the ether core onto and benefit from a extra 3 mana each turn and then layer in the game when the core is no longer as important you can boost its power up and swing with large damage as the void is usually a very safe place for minions to be.
Grim Reaper- just a solid low mana card that can take some pesky ordianry and exceptional minions fully out the game and sometimes even the elites and also answers annoying cards like the green knight , usally a card your opponent unfavourablely trades into.
Gibbous Nightgaunts- another solid voidwalk card that can up close and personal with the Avatar and with airborne is pretty good and chasing them down if the flee. 3 mana 3 damage and a draw also great but if they take the full 6 damage then that was 3 mana for 6 damage over 25% of there life total.
Peregrine Apparition- i first had this at 3 copies but have since cut to one as I mostly use this to close as a game as it can chase the Avatar down the whole realm. In a pinch its a great blocker your opponent sometimes forgets is sitting down in a corner void but as this is a aggro deck having more than one for good blocking was slowing the game down but having one you can get out early leave sitting there and then close the game with later is great and some pretty nice mind games.
Barging Barghest- another great get in the avatars face minion you can safely put it in there corner void ready to move in and deal 3 and a draw or 6 damage, also sometimes great for a surprise blocker.
Phase Assassin- amazing at getting that free attack as it enters with stealth if place in a void , jump in attack get the draw or extra damage and if it dies it did its job if it doesnt you can now retreat back to the void for stealth and another free attack later or stay up in there face attacking.
Sturmgeist- I had this at two but found that one is usally all i ever need and seeing both sometimes clogged me up as I dont like to overextend , been able to strike if they play a magic also triggers our Avatar which is amazing and if it survives to strike after its used its ability to step closer is added value , having airborne aswel is a nice bonus defensively and aggressively.
Morgana le fay- whats to say what you dont already know if you are ahead now you are further ahead, if your behind then congratulations you just caught up enjoy your hand of cards.
Phantom Steed - a card i had at 3 but found 2 to be perfect its 2 power is less agressive than id like but the ability to carry an allied minion means you can place your other voidwalk units in voids further away and carry them in , its great to carry a morgana into the void safely as minions carried gain voidwalk as long as carried , its also great to carry asmodeus to a safe location until you can give him stealth again (not to hard in this deck). Been able to carry a minion to an avatar hiding behind something like a troll bridge is also useful. After the steed as finished been versitile you can now hit for 2 and draw or deal 5 damage, underestimated card imo.
Gyre Hippogriffs- a very good early game agressive card , potentially down turn 3 if you happen to have a tower , even better if you saw a Wuthering heights turn 2 , throw them down hit a site or Avatar of possible start getting damage in rightaway and with airborne they are slighty harder to deal with than normal.
Saracen Raiders- your other early agressive play , pop them down at the side of the opponents Avatar and go to work immediately netting you value , that not possible then smack a site any damage is better than no damage.
Angry Mob- this card started at full 4 copies and slowly made its way to 1 copy the ability to just delete a elite or unique is great but we are trying to be the player in control so usually we arnt letting the game get to the point of seeing mant high cost elites or uniques but the one copy is there to handle the odd one that makes it into play, if angry mob stays around long enough to trade or land an attack in a site well then bonus.
Sir Lamorak- a good card for Aoe damage to decks like frogs or skeletons , part of our pivot to controlling the board state.
Sir Balin- get this guy to the Avatar and bye bye cores and key , amazing value if you can do that if not 4 damage on a site or a kill against a minion as it strikes first with the lance, overall never really a downside to see him.
Hsounds of Ondarus-root spider annoying you , not anymore, coy nixie been a pain sat on a thin ice , not anymore , opponent thinks they are allowed stealth to , nope , a very good card who can safely be anywhere and with airborne to its great at hunting the Avatar and avoiding been attacked.
Asmodeus-some sites can be a real pain for us to have to handle so asmodeus helps us deal with them and can aslo deal with some very stromg minions , we have many ways to move him and many ways to give him stealth again , also great at breaking up a body of water, in the right situation can swing the game very greatly in your favour.
Sir Pellinore- having charge is great here , 6 damage to a site is great but been able to attack anything with 6 power or less and survive due to lance is amazing alot of the the time drawing you a card in the process , getting him to hit the Avatar is almost 50% of life total of they take the extra damage and if they dont well you drew anyways and got in 6 damage , ready for 5 more if dealt with quickly.
Balor of the evil eye- another answer to those root spiders and coy nixes while aslo been good at handling frogs and skeletons another way for us to piviot into board control and great at closing games.
Death dealer- yet another card that helps our secondary game plan of board control , with most of our minions been planned around only ever getting one attack in losing them from death dealer isn't usally as painful as the opponent losing there board.
Ultimate horror-had a pretty middling early game well this guy let's you turn that all around , time him right after a death dealer and well night night for the opponent. Airborne is also a great a touch if he sticks around.
The Doom of Dilmun- even though the games usually over by the time he would come out if he hits the baord hes sticking around and will just hunt down the avatar and pick of minions.
MAGIC
Browse- looking at 7 spells and just picking the best for the situation at hand, what more needs to be said.
Blink- replaces itself and get you closer to the avatar or worst case can be used to quickly retreat away.
Fade- for the most part draws you a card as you are spending most of your time on opponents sites, been able to add a extra lair of protection to a minion next to the avatar is really good and all without going down in hand econemy.
Vanishmemt- fade but jacked up on roids.
Blaze of Glory-another great Aoe ability , use this on a well positioned Sir Pellinore and draw to your hearts desire , use it on a doom and well doom dont die , use it next to the avatar and well thats another trigger of Interrogator.
Iinfiltrate- why waste yoir own minions attacking the avatar when you can use there's. This is another card that helps us control board state , takes away a minion they can defend with opening up more attack opportunities, attack with it right away or walk it to a safe location and sit on it till you need it , take something with a good ability like lord of lie and you just good a great addition to your gameplan.
Leap attack- why attack and trigger Interrogator once when you can do it twice, its also great at removing blockers and also great at closing games.
Poison Nova- another card to control board state and also handle other agressive decks or a potential slower start you may of had.
Whirling Blades-everything i said about leap attack but you get to move an extra step.
ARTIFACTS
Ether core- 3 extra mana a turn for only 1 mana , what more needs to be said.
Ruby core- extra fire threshold is very nice as the fire threshold in our sites is slightly under the air one in terms of numbers and the extra mana is also great, I also choose only the fire core over the air core as I didn't want to much mana ramp and then drawing it late game when not needed.
Philosopher's stone- a reduction on the first air and first fire spell each turn is really really nice if seen early on and with how much the deck can draw seeing any of iur ramp late game isn't as bad or detrimental as it is to some decks.
The Rack- slap this on any minion that can attack the avatar and you've just made your entire game that much easier to close , get multiple attacks with the rack equipped and the game is pretty much over.
Toolbox- now you may be wondering why 2 and not 3 , well this deck is very finely tuned and it as answers to most situations without needing toolbox but I cant deny the extra versatility a toolbox can grant giving you access to 10 additional cards, i run a nice mix of collection cards but I will talk more about them as I get to the collection.
Char Omphalos - a card that draws and can cast any card in our deck i dont really what else to say just a great value engine that can help quick agressive plays and later more control style plays.
AURAS
Sphere of Animosity- this card is mostly here to slow down pathfinder and those earth decks that like to heal , also free attacks on the avatar and they cant run away , you trap them in a prison and you dont let them escape apply pressure as fast as possible and hopefully win begire they draw an out.
SITES
The Void- in an ideal world this is the site you want to open with , sote yoir avatar on the void and make life hard for your opponent to strike you directly.
Astral Alcazar- was at 2 but found 1 to be just enough to allow trickery, any of your movement+ minions can get in for sneaky blocks your opponent may of not even known , also allows you to essentially connect the top and bottom of the realm together for your voidwalk minions.
Darkest dungeon-my favourite site in the deck you time this card well and it pretty much seals you the game pulling pathfinder into a situation it cant play anymore lands , taking waveshaper out of its body of water , ironclad no longing protected by the Gnome hollows and even if its not an avatar thats ability is hurt by the move the whole army you have waiting is going to hurt as now they have to decide do I sit here with no way to block and play sites or do I try to move away and not play sites , either way its a win win for you.
Cloud city-a nice way to move your non voidwalk minions around to get them closer, also nice if you pair it with darkest dungeon and force your opponent to take a longer route to get away of get stuck on the ever moving cloud city.
Lone/gothic/dark tower- extra mana early on allows you to get agressive one turn faster amazing trio of cards.
Dark alley- stealth on a site and our minions love stealth and those free attacks, just be careful and make sure you can use it the turn you play it as of the opponents minion walks in first you just gave them stealth.
Ttreetop hideout- a more restrictive version of dark alley but still great to give stealth to a minion and protect it ready for another attack.
Cursed land- 2 life whenever a site is played nearby just icing on the cake of the agression you want to apply just keep in mind it hurts you to.
Wuthering heights- the best land you can play turn 2 directly above your avatar it let's your Hippogriffs get right into smacking the opponents Avatar in the face same for sir pellinore especially if then followed up with a blaze of glory, good for cards like sir Lamorak to for that deathrite, also got great defensive plays to keep other minions away from you.
RIver of blood- we want to destroy the avatar so we definitely dont want them to heal.
Ruins- we are in fire and we are in air enough said I think.
Active volcano- i choose the double fire threshold card as it allows all of our fire cards except two to be played from itself alone and out fire sites are slighty less then our air so just helps consistency.
Lookout- I will die on the hill that knowing every card in opponents hand is one of most powerful things you can do ,playing with full information for a turn or maybe more is so strong.
Desert Bloom- the first card that would be cut but I needed the fire threshold and the added air threshold for a turn sometimes comes in super handy but yes this is the card that would get replaced if/when I test or find a better option.
COLLECTION
Displace-been able to move an annoying aura is nice but with the ruling on this card ignoring regions its very good at stepping a strong minion into the void and getting rid of it.
Fade-was a main deck card but added it to collection to make way for the second toolbox, same as i said eariler extra protection for hopefully a extra attack.
Tactical move-a card that allows you move all your minions in and suprise your opponent with a flurry of attack or if you've moved everyone in and dont want a card like cave-in to wreck you this lets everyone move back away safely.
Critical strike- i mean we want to do damage and this doubles that damage play this on the right card at the right time and its over 75% there health total.
Zap- not a huge fan of this card winning or losing to it always feels anticlimactic but at the same time id be a fool to play competitive and not use it if im in air.
Charge- very nice to drop a minion and surprise give it charge for the attack they didn't see coming.
Murder of crows-antoher Aoe spell , we dont often need this unless we pivot to board control but when those skeletons and frogs get to much its nice to have this in our back pocket.
Disenchant- we often times do not need this card as we are very good at playimg around artifacts and auras but if ever one trips us up this is nice to evens things back out.
Grapple shot-a card i may move to the main deck in time just a great way to get a strike in and pulls us right over to the avatar , your best target for grapple shot is balin , lots of damage , maybe a draw and deals with all artifacts the avatar might have while putting them down a mana.
Boil- sometimes we just want to not have to deal with submerged minions , also a very good answer to a defensive plague of frogs.
So thats the deck i hope you like the little explanation of each card and hope that it gives an idea of how the deck plays, theres many other interactions I didnt put in but id be here all day if I did.