Post by falkinator2000 on Jun 25, 2013 1:53:21 GMT -5
So, I finally got my fourth Pao Deathseeker yesterday.
And I figured that means I should build a Kelthor deck. But it's really hard. I need help
Ind the current meta you have to
1) Be able to deal with the efficient necro 3/4 drops. Especially vampire knights, archliches, soul-eater lich (don't remember the name, the 2-1-7 that heals 2 whenever a creature dies) and the spider that adds 2 poison when entering play.
2) Have a plan vs banshee recursion
3) Probably have some sort of plan for when opponent lands one of the new Herald of the Void unique spells (I am thinking of the ongoing spells here. Not much to do against forbidden flame except being careful to not over-commit to the board). (The plan here could simply be to win fast enough that these spells don't have much of an impact. But they all win the game if allowed to stick around for more than a few turns)
I figured a late game plan of Kat's Grand Finale would be fun. Also, I have 4 blood of my tribe (0 cost, 2 fortune, whenever one of your creatures die, increase might level by 1), and these might be good in an enrage deck.
But I have had a lot of trouble deciding on a balance of early vs late game and double strike damage vs enough cards.
For example if I try to go for a "ramp" strategy (with campfires, gold piles and blood of my tribe) to rush out an enraged cyclops (4-2-7 double attack shooter), I often run out of cards before being able to attack with a huge cyclops. And if the first cyclops dies, I don't have much gas left.
If I try a slower strategy I can sometimes overpower my opponent simply by putting out 1 or 2 7 health monsters every turn, but it doesn't feel like a powerful strategy. I think it only wins vs bad decks.
And none of this actually takes advantage of enrage (other than as a way to clear the path for a cyclops one-turn kill). Does anybody have a list I could use as a starting point?
And I figured that means I should build a Kelthor deck. But it's really hard. I need help
Ind the current meta you have to
1) Be able to deal with the efficient necro 3/4 drops. Especially vampire knights, archliches, soul-eater lich (don't remember the name, the 2-1-7 that heals 2 whenever a creature dies) and the spider that adds 2 poison when entering play.
2) Have a plan vs banshee recursion
3) Probably have some sort of plan for when opponent lands one of the new Herald of the Void unique spells (I am thinking of the ongoing spells here. Not much to do against forbidden flame except being careful to not over-commit to the board). (The plan here could simply be to win fast enough that these spells don't have much of an impact. But they all win the game if allowed to stick around for more than a few turns)
I figured a late game plan of Kat's Grand Finale would be fun. Also, I have 4 blood of my tribe (0 cost, 2 fortune, whenever one of your creatures die, increase might level by 1), and these might be good in an enrage deck.
But I have had a lot of trouble deciding on a balance of early vs late game and double strike damage vs enough cards.
For example if I try to go for a "ramp" strategy (with campfires, gold piles and blood of my tribe) to rush out an enraged cyclops (4-2-7 double attack shooter), I often run out of cards before being able to attack with a huge cyclops. And if the first cyclops dies, I don't have much gas left.
If I try a slower strategy I can sometimes overpower my opponent simply by putting out 1 or 2 7 health monsters every turn, but it doesn't feel like a powerful strategy. I think it only wins vs bad decks.
And none of this actually takes advantage of enrage (other than as a way to clear the path for a cyclops one-turn kill). Does anybody have a list I could use as a starting point?