x1 Blade Husk
x1 Grisly Graft
x3 Languid
x3 Loyal Darkling
x3 Tethered Recruit
x2 Blightseed
x3 Eager Scryer
x3 Harvester
x3 Pillar of Fatigue
x1 Irva, Voice of the Dead
x2 Halls of Oum Lasa
x2 Nuru, Flesh-seamstress
x2 Blessing of Haste
x2 Pother
x2 Roasted Bean Potion
x2 Wings Warder
x2 Callback
x2 Infiltrate
x2 Righteous Partisan
x2 Speed
x3 Tempo Theft
x3 Vigor Extraction
x1 Arbalestier

Curve

General

  • Author unreachable
  • Scrolls 50
  • Hard Gold Cost 32600
  • BM Gold Cost 0
  • Shards 4055
  • Version 0.131.0

Types

  • Creature: 21
  • Enchantment: 4
  • Spell: 22
  • Structure: 3

Sub Types

  • None: 22
  • Human: 17
  • Mystic: 5
  • Undead: 4
  • Masked: 3
  • Totem: 3
  • Lingering: 2
  • Displacement: 2
  • Knight: 1

Rarities

  • Common: 11
  • Uncommon: 15
  • Rare: 24

CD manipulation. Mid/late-game. Combo/card synergy-centric. Sparse deck.

 

There's no end game (OTK) combo per say; assessing the situation is required up untill the very last turn.

Since it's a sparse deck, it's going to be more difficult to play than a regular (dense) deck. However, because of it's potential, I believe, makes it worthwhile.

Can be played in ranking, but doesn't get that competitive yet.

 

Weakness: low late-game damage output and no destruction cards

(next iteration will attempt to fix this)

 

How to play: ramp first. You should be able to get to 2,2,2 relatively easy without dying. It's all judgement call after that. Ideally, try to minimize idol damge without slow down.

 

 

*This deck is my attempt to go beyond mono-resource and splash deck in a competitive setting.