x3 Bloodline Taint
x2 Cursed Presence
x1 Ire And Bile
x3 Languid
x3 Brain Lice
x3 Return To Nature
x3 Soul Steal
x2 Damning Curse
x3 Oblivion Seeker
x2 Eye of Eagle
x3 Frost Gale
x3 Ranger's Bane
x3 Somata Shift
x1 Essence Feast
x3 Fertile Soil
x2 Rat King
x3 Rekindled Spirit
x3 Kinfolk Veteran
x2 Quake
x2 God Hand

Curve

General

  • Author Sysp
  • Scrolls 50
  • Hard Gold Cost 33200
  • BM Gold Cost 0
  • Shards 4075
  • Version 0.131.0

Types

  • Creature: 6
  • Enchantment: 9
  • Spell: 35
  • Structure: 0

Sub Types

  • None: 25
  • Destruction: 19
  • Human: 6
  • Mystic: 3
  • Kinfolk: 3

Rarities

  • Common: 7
  • Uncommon: 21
  • Rare: 22

Updated 2014-09-26:

 

12-4 in Ranked so far. Losses has been to Energy Structures, Enchantment Growth and Knight Order (x2), although I've also won games vs all those decks.

 

Changes:

-1 Eye of Eagle

-1 Rat King

+2 Cursed Presence

 

Added Cursed Presence (2 Decay, Curse 4) which is very good value now and probably should have been in the deck in the first place. Super easy to trigger with Frost Gale, Quake, Brain Lice, Ranger's Bane, random attacks etc. Also works on structures which is very important. Want a 3rd Cursed Presence and am considering cutting a God Hand for it since God Hand is pretty much a dead draw for most of the game but I am afraid that my Ranked matches will take even longer, overall win percentage should go up slightly though.

 

About the deck

 

The buff to Wild and the release of Somata Shift and Rekindled Spirit really improved the GD Control deck that was already pretty strong on live.

 

The deck is now extremely centered around Kinfolk Veteran and Oblivion Seeker, having Eye of Eagle, Rekindled Spirit and Somata Shift to fetch / play them consistently throughout the game. Rat King and Soul Steal keeps the creature count high to always be able to cast Fertile Soil / Rekindled Spirit and to block to prevent your idols from taking too much damage to set up.

 

The rest of the deck is fairly straightforward - different kinds of direct and mass removal combinations to keep your opponent off creatures allowing you to prolong the game into the late game where the deck does absurd things.

 

Some notes on some of the choices:

 

* No Blight Bearers - always an excellent option with Fertile Soil, he was slightly nerfed to 4 cost and in the end had to go to enable more powerful Somata Shifts.

 

* 1 Essence Feast - the healing is key to prevent yourself from losing games to direct idol damage when you have stabilized the board and can block easily but have taken a lot of damage up to that point. A single one is all you need - you can often find this after cycling your deck for the first time to put the game out of reach from your opponent, especially important vs Decay.

 

* 1 Ire and Bile - often plays like Return to Nature number 4 and sometimes does a bit more, especially for closing the deal a couple turns early with God Hand .