Hi, Duelyrs! It’s Arananthi here, and it’s finally time for me to submit to the people who have been asking me to post my decks. I’ve barely played at all this month — honestly, I’m so fed up with the Third Wish meta that I’m basically done with this game until they fix it. I made it to Rank 10 so I’d get the Legendary, and headed off to play Block n’ Load until Counterplay can get its shit together. So there’s no guarantee that these decks could be S-Rank worthy, because I haven’t been willing to put in that kind of time.
That said, they are pretty damn good ladder climbers, and they are custom-crafted to beat the Third Wish meta and the psycho hosebeast Midrange Vanar that rose up to counter it. So there is that. 🙂 Let’s jump right in:
A.K.A. “DMCA Notice” — because of the pirating.
The theory here is simple: about half of your deck is capable of removing or damaging an enemy unit when it’s played, so keeping your enemy very low on creatures isn’t that difficult of a thing. And when your enemy has few to no creatures on the board, locking them down with Silverguard Knight/Ironcliffe Guardian and/or beating their face with an unkillable Silvertongue Corsair is easy-peasy! This deck absolutely wrecks decks with low amounts of removal (Abyssian, some Magmar) and decks with relatively few creatures (Songhai, some Vetruvian).
The gameplan against Vetruvian is pretty simple: don’t let them stick a creature, ever, unless you can lock it down with Provoke — and even then, kill it ASAP regardless. Against Midrange Vanar, you’re in for a long game, but because damn near every creature you play has some potent Opening Gambit effect, their Hailstones are pretty useless, which robs them of a lot of their power.
The “secret combo” here is Azure Horn Shaman onto Silvertongue Corsair — makes her really hard to get rid of without hard removal, because she ignores General damage and the entire deck is built to keep other creatures off of her back.
I have totally played this deck without any Emerald Rejuvenators, with 3 each of Ironcliffe, Lasting Judgement, and Sun Bloom. Honestly, it’s about the same against most decks, but with the Rejuvenators it does slightly better against the ubiquitous and annoying Midrange Vanar.
A relatively minor variation on a classic: Mech Vanar FTW. Put out a bunch of cheap creatures that are annoying to kill (Jaxi, Wings, Fenrir Warmaster, Twilight Sorcerer) and use them to keep their board low on threats so that you can save your actual spells for the critical removal moments. When the time comes, pop Mechaz0r into Spirit of the Wild for a big burst, or pop Razorback on your mess of annoying minions and facepunch into oblivion.
Against Vetruvian, mulligan/replace like hell for multiple Chromatic/Hailstones and Twilight Sorcerers; everything else will fall into place if you can keep STW off the board. Against midrange Vanar, it’s frequently going to come down to ‘who gets their finisher out first’ — if they can Jax+Razorback before you can either swarm them with Razorback-buffed Mech parts or land MECHAZ0R! + Spirit of the Wild, you might just be screwed.
The ‘tech’ in this deck is Aspect of the Mountains — your opponent will be watching for you to look like you’ve run out of Chromatic Colds and Hailstone Prisons, so if you let them build up a few threats at once, they’ll often pounce. Then you slap a spare Wings down right in the middle of their pile, kill them all with Aspect, and have a big old facepuncher ready for the Razorback and/or Spirit of the Wild the turn after. Pure gold.
I have totally seen this deck with Akari Headhunter x3 in the place of Aspect of the Mountains x2 and Crossbones x1; it’s more aggressive with that build, which a lot of players may like — I prefer the extra late-game turnaround this build has.