x3 Regeniture
x3 Ilmire Tribesman
x3 Languid
x3 Loyal Darkling
x3 Searing Shackles
x3 Viscera Sage
x3 Brain Lice
x3 Forbidden Ruins
x3 Invocation Sentry
x3 Omen of Damnation
x2 Pillar of Disease
x3 Rattle Hymn
x3 Blightbearer
x3 Totem of Suffering
x3 Oblivion Seeker
x3 Halls of Oum Lasa
x3 Reaping Mask

Curve

General

  • Author K1110n
  • Scrolls 50
  • Hard Gold Cost 22700
  • BM Gold Cost 0
  • Shards 2945
  • Version 1.0.0

Types

  • Creature: 15
  • Enchantment: 15
  • Spell: 12
  • Structure: 8

Sub Types

  • None: 15
  • Human: 15
  • Lingering: 9
  • Mystic: 6
  • Totem: 6
  • Destruction: 3
  • Wall: 2

Rarities

  • Common: 17
  • Uncommon: 24
  • Rare: 9

This deck is debatable as to whether it's ranked viable, I've been testing it and it seems like it could work much like miracle pudding. The problem is it's a decay draw deck that relies heavily on at least one invocation sentry. Every draw scroll is used to achieve that goal and to delay the enemy, the creatures are there to both slow down the aggro decks and to deal idol damage to help finish the game faster. I never play invocation sentry without having at least one lingering spell and I usually try to keep one or two in my hand if at all possible to maximize the potential that the sentry can have. Use unstable to ensure that the lowest health idols die. (Might right a more extensive guide if I win a few ranked games with it, right now it's close to it's complete phase)