This deck is all about combos. They are really satisfying to pull off and keep things interesting during the week. I really enjoy playing it, and I hope you will, too.
Deck Code:
GU_1_2_BEXBEXBEsBEsGCEGCECDDCDDCDnCDnIAfIAfIAiIAjIAkIAkIAoIAoICnICnICvICvIDACCmCEDCEDCAJCAJICpICp
General Strategy
Almost every creature in this deck uses either hidden or order to make sure it sticks around for at least a turn. Most hidden creatures stay hidden until you are ready to use them, which is a huge advantage. "Sticky" creatures like these are critical for any deck that wants to combo two cards together. If you're playing creatures that get killed immediately: no combos.
Removal is light in this deck, but Sleep Dart, Piercing Bolt, and your god power can handle a lot of threats early game.
Combos
Basics
Our basic combos include dark knives, changing locks, and prisoner exchange. Importantly, creatures are good without these cards. These cards are not good without creatures! That's why we are running many more creatures than buffs. When a buff shows up in our hand, we want a high probability of being able to use it. We don't want a dead card.
The Hollow
The Hollow deserves a special mention, and I assume it will become a staple in every deception deck if you own it. Even without any other order cards in your deck, it's an amazing source of card generation. It combos with itself. If The Hollow is protected by enough creatures to feel safe, you can start putting order on other targets, of which we have several:
- Prison Escapee (high priority target)
- Shackled Acolyte (medium priority)
- Patient Pickpocket (low priority)
When these lose order, you get a guild creature from The Hollow as well as the effect on these cards.
Surprise Delivery + Rapture
Surprise Delivery is 6 damage to the face that also serves to clutter your opponent's board and set them up for hilarious Rapture Dance shenanigans. They know they are playing deception. They know you've got Rapture Dance. They think they are clever by only playing 2-3 of their biggest creatures. Surprise! Their board is now full, next turn it will be empty, and they will take 6 damage in the process.
Being able to deal 6 (or even 12) damage to the face is huge for aggro and is enough to seal a lot of games. Consider the Slayer god power. It deals 1 damage per mana. Surprise Delivery deals 2 damage per mana with extra benefits. If you get it early, don't hold it for the Rapture Dance combo. Play it. Let the Rapture combo happen when it happens.
Handsome Devil
For 5 mana you get a creature with Blessed, Hidden (as long as you want), and 6 strength. Yes, he only has 3 HP, but the odds of him surviving a turn are high. The only real threat is nature. If he's the only card on the board, he likely dies. Against anyone else, you can bag into him at 4 mana and decide what to do next. He trades with Guild Enforcers, but if there is no big frontline threat, he can attack and then hide again using your god power. Just remember that at 2 HP, common cards like Crystal Rain can take him out. Even so, you only spent 2 mana to hide him. Your opponent (other than nature) almost certainly has to spend more than 2 mana to kill him. Efficient play.
If he isn't your style, feel free to slap in the tried and true Guild Enforcer.
Conclusion
Don't expect to dominate weekend ranked with this deck. The real money is getting our 60 games a week in for $GODS anyway. This deck will make that enjoyable, and like all aggro decks, it wins (and loses) fast.
I encountered the switch duelist while playing, that card is evil. when playing it switches strength to health, and when it's the opponent turn it switches back. imagine a card dealing 4 damages to you and you are hopeful with one strike you will get it down only to find out it take 4. lol 😂 hate that card
One of my favorites. Dark Knives makes it switch between 6/1 and 1/6. Phenomenal combo.
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