x3 Beetle Stone
x2 Hex Marks
x3 Searing Shackles
x3 Tethered Recruit
x3 Arhart's Disciple
x2 Blightseed
x2 Brain Lice
x3 Draining Mist
x3 Forbidden Ruins
x2 Rattle Hymn
x3 Summons
x3 Kabonk
x3 Mystic's Storm
x3 Pother
x3 Scout
x3 Decimation
x3 Righteous Partisan
x3 Vigor Extraction

Curve

General

  • Author Quetzalcoatl
  • Scrolls 50
  • Hard Gold Cost 18700
  • BM Gold Cost 0
  • Shards 2530
  • Version 1.2.1

Types

  • Creature: 12
  • Enchantment: 7
  • Spell: 28
  • Structure: 3

Sub Types

  • None: 21
  • Human: 12
  • Destruction: 8
  • Totem: 3
  • Lingering: 3
  • Displacement: 3

Rarities

  • Common: 22
  • Uncommon: 23
  • Rare: 5

Overview:

 

This deck aims to do one thing and one thing well: burn your opponent's idol down to the ground. This means abusing the life out of Forbidden Ruins to turn decent Idol Hate cards into something much more devastating. The main thing this deck brings to the table is a low curve, which means this deck can spend more time digging for combo pieces. It's a really fun and fast deck with a different flavor.

 

Key Players

 

3x Beetle Stone

3x Forbidden Ruins

3x Searing Shackles

3x Pother

3x Arhart's Disciple

3x Decimation

 

This is the main engine of the deck. First, Forbidden Ruins powers up all the burn in the deck to seriously devastating levels, so it's crucial to get it out ASAP. Then enters my favorite card in the deck: Beetlestone. Hold on to it as long as you can: getting all three copies in hand plus Ruins in hand guarantees 6 idol damage every turn. Beetlestone is your main play once you get set up. Searing Shackles + Pother is a devastating combo when used right. While under Ruins, play Shackles on a stagnant unit to guarantee two damage on an idol every turn. Once that idol is gone, Pother let's the fun continue on an adjacent idol. Arhart's Disciple pokes everything at 3 health and burns for 2 damage, making it a nice bait for CC. Finally, Decimation is an instant, guaranteed source of idol damage, making it an excellent finisher.

 

Searchers

 

3x Scout

2x Rattle Hymn

3x Summons

 

Scout is my favorite card from Echoes. It functions in a number of ways, ranging from multipurpose searcher to stacking that one good card on top of those two annoying Beetlestones. It's essentially a really nice, condensed version of Halls of Oum Lasa (too bad it's not a cantri-). Rattle Hymn and Summons are self-explanatory, they just get your key cards in hand faster.

 

Muh Cantrips

 

2x Brain Lice

3x Kabonk

3x Righteous Partisan

 

They serve their intended purposes well, allowing for soft control on a number of units, or providing that little bit extra beef needed to stop your opponent's pushes.

 

Muh Ramp

 

3x Tethered Recruit

3x Vigor Extraction

 

Do I need to explain?

 

Miscellaneous

 

2x Hex Marks

 

Let's you snipe an idol if there's a unit ready to hit a naked idol. Don't expect much more utility out of it than that.


2x Blightseed

 

Since your units are rarely needed for attack, why not profit from it? Great tool to dig through the deck and also get enough resources to make that strong push.


3x Draining Mist

 

Begone, knave! Stops big pushes from oversized herds of creatures and gives you enough time to prepare a countermeasure.


3x Mystic's Storm

 

Lengthens Ruins and interrupts some rather annoying Lingering spells (*coughHallscough*).

 

kerkluzion:

 

This deck is golden once it gets set up with Ruins. Until then, you're running a race against your opponent to not get locked out, but with such a low curve, you'll almost always be able to outpace them. You'll always have a play once Beetlestone is ready to be looped. Who would've thought degenerate win conditions would ever be a thing :^)))))