x3 Ragged Wolf
x3 Earthbond
x3 Kinfolk Brave
x3 Nog Nest
x3 Vengeful Vaettr
x3 Crimson Bull
x3 Death Cap Berserk
x3 Earthborn Mystic
x3 Skythorn
x3 Rat King
x3 Wetland Ranger
x3 Berserker
x3 Great Wolf
x3 Kinfolk Veteran
x2 Quake
x3 Rallying
x3 God Hand

Curve

General

  • Author Squiddy
  • Scrolls 50
  • Hard Gold Cost 27500
  • BM Gold Cost 0
  • Shards 3495
  • Version 1.2.0

Types

  • Creature: 24
  • Enchantment: 6
  • Spell: 14
  • Structure: 6

Sub Types

  • None: 18
  • Human: 15
  • Kinfolk: 9
  • Beast: 6
  • Wolf: 6
  • Wall: 3
  • Vaettr: 3
  • Mystic: 3
  • Totem: 3
  • Rebel: 3
  • Destruction: 2

Rarities

  • Common: 15
  • Uncommon: 18
  • Rare: 17

A guide to the Squiddy deck categorization system:

 

[brackets] denotes the Resource type and Archetype, the first letter of each resource used in the deck followed by one of the following archetypes:

 

  • Aggro
  • Control
  • Midrange
  • Combo

 

(parenthesis) denotes the Tier of the deck - ranging from 1-3 - which is an indicator of how competetively viable the deck is:

 

1 - Competetive at the highest of levels

2 - Competetive in Ranked, in certain match-ups

3 - Not competetive at all

 

This is what is essentially a Late-game growth deck, with quakes to boot. Your only enchantments in this deck are elan vital and deathcap berserk, which can be played combined or alone on three primary targets for maximum profit.

 

Elan Vital:

Wildlings

Earthborn Mystic

Vengeful Vaettr

 

Deathcap Berserk:

Great Wolf

Berserker

 

Deathcap Berserk+Elan Vital:

Earthborn Mystic (an amazing draw machine)

Vengeful Vaettr (great booster, but I would never do this versus Decay/Energy since they have ways of removing it)

... and any other unit with a 2 Countdown you want to attack regularly (less useful on the Berserker though)

 

Quakes is there to push through at times, and synergises with Berserker.