Changelog
v1.2
- 1
...And One For Me
- 1
Slay
- 1
Compel
+ 3
Dimensional Portal
D-portal is incredible in the very prevalent RB match up sponging lots of damage with emergency blockers. Slay wasn't performing as well as I would've liked. And one for me while hilarious was a very win more card and having 2 in your hand felt bad. Still keeping 1 for double items. I hate cutting 1 compel but I think 3 portal is needed and it fills a similar spot.
People keep asking about cutting 1 Bolt, I might to bring compel back in but I close a lot of games out with clutch bolts and drawing it is important.
v1.1
Didn't realize I could change the hero order on the site to properly reflect my flop in the game. This has been adjusted.
The deck also feels a little too blue heavy for only having 2 blue heroes. As such it is highly recommended to put your first vesture onto Luna or Sky. Also I find that clever passing can help maintain initiative a lot better than I previously thougt, especially against the Rx agressive decks. For both these reasons I cut both
Arcane Assault for a
Slay and another copy of
Hip Fire.
Considering I have burned through all 10 items in my shop almost every game I am going to keep both
Apotheosis Blade and
Horn of the Alpha in for now. However, I am finding myself wanting blade a lot more often than horn.
Overview and Hero Selection
An Econ / Control deck that seeks to stall the game until closing it out with
Bolt of Damocles or a high cost item such as
Horn of the Alpha or
Apotheosis Blade.
The Flop
Bounty Hunter - The core of any econ deck. Solid, aggressive stats for early game kills and
Track is a core part of the deck.
Luna - 8 hp means in some matchups she lives after the flop. We want to keep her on the field early and as long as possible to start building up eclipse charges.
Eclipse is a fantastic board clear that gets more powerful the longer the game goes and is one of our best ways to deal with armor.
Phantom Assassin - Very aggressive stats, will trade with almost every hero in the game netting us some quick gold. Great targer for
Gank to secure early kills / pressure.
Coup de Grace shuts down anything and everything.
Skywrath Mage - Probably the weakest hero in the deck. I've thought about replacing him with
Kanna,
Ogre Magi, or
Zeus but theres something about
Mystic Flare that makes me keep him in here. The spell just simply nukes your problems into oblivion plus his ability helps soften up the tankier heroes for us.
Lich -
Chain Frost might be the best signature card in the game. 28 damage and initiative deals with a lot of things very well. With his ability we can eat creeps for card advantage and even a stranded hero if needed, this also works well with the rapid deployment from vesture if we need to dig for a bolt.
Early Game
Early on this deck has two goals:
1) Generate Income
2) Survive
Iron Fog Goldmine,
Track, and
Payday, like in most Econ decks provide a solid backbone for gold income so that we can afford our major items and be in a commanding position in the midgame.
Our early game survival tools are
Compel to cycle and for its insane flexibility with either picking off heroes or protecting ours and
At Any Cost to help deal with wide boards and stall us into the mid game. Also
Traveler's Cloak can keep our heroes alive, *cough*
Luna *cough*.
Huge credit to Kozmic for some insightful thoughts on Traveler's cloak in this deck - The travelers cloak really isn't in there so much for the early game durability. Yes it helps, but you can often get past it. The actual reasoning behind the cloaks is two folds- 1) Thinning out the item deck. You often want to increasing your chance as quickly as possible to find the item you're looking for. Cloak is an easy spam buy that can greatly increase the chances of finding the vestures in short time. 2) Discard fodder to CDG. I think this is a key part a lot of new players will miss.
Gank also deserves a mention here as on
Bounty Hunter or
Phantom Assassin can pick up early kills to either help relieve pressure or start the gold snowball rolling.
Mid Game
Mid game for this deck is mana turn 6 and that is where almost all of our signature cards and heavy hitters come online. At this stage we are probably losing 1-2 lanes and need to use our board clears for damage control and stall. With how insane some of these spells are we shouldn't have any issues. The gameplan here is to keep our opponents threat down with as few cards as possible until we can close out the game.
Before we get into the heavy hitters we need to talk about initiative. Initiative management is crucial to playing this deck as a well timed
Gust or Enough Magic by our opponent will lose us the game. We need to hold initiative to deal with our opponents threats before they can deny us our answers. This is usually done by passing in lanes where we are already stalling well or even ahead when we know we have a high impact play coming up. Luckily for us we are running
Arcane Assault and
Hip Fire which can steal us initiative as needed, even
Chain Frost can be used to snag initiative for a clutch play.
Annihilation,
Eclipse,
Chain Frost, and
Mystic Flare help us deal with multiple threats at once and keep out opponent's heroes off the board.
Coup de Grace while 2 for 1ing ourselves deals with must be answered heroes or just locks our opponent out of playing in a lane.
Around this time our gold should be rushing in and items like
Blink Dagger and
Vesture of the Tyrant will be coming online.
Blink Dagger lets us reposition stranded heroes to get the most out of our spells and hey the +2 attack is nothing to scoff at.
Vesture of the Tyrant is the workhorse of the deck, +3 armor makes stalling a piece of cake and rapid deployment means after annihilation or at any cost we bounce back first. Lastly we have
...And One For Me which lets us double up on our high impact midgame items or even our win cons as needed. Also note you can steal something spicy from an opponent, just be careful as wasting it to get another travelers cloak is a real feelsbad.
Late Game
Ah the late game, you've most likely nuked the opponent's heroes into submission and your towers are on their last legs, it's time to end this sucker.
Horn of the Alpha and
Apotheosis Blade serve to close out the game through siege damage, big creeps, and just repeatedly killing things over and over again. These can both be doubled up with
...And One For Me if needed.
Lastly we run
Bolt of Damocles to close out the game. Slamming a tower for half its health tends to get things done.
Other Considerations
Sniper - I really like the core of black heroes that I am currently running but sniper does feel like he could take a spot.
Assassinate being in any lane gives him a bit more flexibility than PA but he isn't as good early game which this deck really struggles with.
Zeus -
Thundergod's Wrath is a VERY good card, however I think Mytic Flare has additional flexibility which warrants Sky the spot
Kanna - While almost everyone agrees that she is the best blue hero in the game, I don't think she fits well into this deck as most of our spells are nonbos with the dogs. She can serve as an additional wincon if needed.
Ogre Magi - Multicast lets us double up on high impact spells which is pretty dang dope, however not a huge fan of the RNG aspect. If I was going to sub sky out it would probably be for ogre.
Slay - I wish I could fit this in the deck but it feels to low impact early game and our big spells can deal with creeps if needed. Really shines on
Thunderhide Pack but hey we have
Annihilation
Revtel Investments - might be too slow at generating value compared to goldmine. Should test at somepoint
Keenfolk Turret,
Steam Cannon,
Conflagration - generally just too slow / low impact for this deck. Could all be useful with a Kanna based shell
Aghanim's Sanctum,
Incarnation of Selemene - We can't abuse this as well as a combo deck can. I just don't think its worth the slot but once again probably should test.
Foresight - was originally running 2 but dropped them for another
Compel and
Arcane Assault, initiative is a huge part of this deck and foresight is a great way to give it to your opponent.
Dimensional Portal - one of the best spells in blue, but creeps aren't a big part of our gameplan and its hard to fit another card into this deck. The emergency blockers can be clutch but idk how best to slot it in.
Check out my other deck primers
Mono Red Aggro -
https://www.artifactfire.com/artifact/deck/red-deck-wins-primer-8206
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That being said, how bad of an idea would it be for this deck to run to 42 and adding back the third copy of Compel and returning 1x Slay?
what do you think about Murder Plot ?
-1 traveler cloack + 1 jaspper dagger (since the new dispel is so good vs silencers and stuns)
-1 at any cost (since its rare to use this card) + 1 pick off
-1 vesture of the tyrant + 1 horn of the alpha
-1 bolt of damocles + 1 incarnation of selemene
-1 hipe fire + 1 pick off ( for more versatile kills in other lanes)
what do you think?
However, I've been thinking about cutting out At Any Cost. It's almost never a card you wanna play on curve, and by the time you do want to play it, I feel like Annihilation, Mystic Flare, Eclipse, and Chain Frost already do a great job at board control. It also doesn't kill most of the Red heroes, which Red seems to be pretty popular right now. It's been decent against token based decks though. Not sure what to replace At Any Cost with, but just a thought.
we dont have mulligan (yet) so we cant really control our first opening hand, sure even mulligan might give you even worse cards, but hey at least we got a chance to get some low cost card earlier
1.what's your win rate with this deck mcfeeds?
2.have you tried running this deck on expert construct?
3. how do you counter deck with cheating death?
Our main answer to cheating death is Apo Blade or hoestly just not dealing with it. Vesture's armor is enough to counter swarm decks so we really don't care about cheating death until we need to and by then you will likely have amassed enough gold to buy your Apo. Alternatively get real lucky with your coinflips.
I'd keep testing though, you could shift some of the deck design to make this into more spellslinger heavy and abuse her passive. Not the way I'd go with it but its a thought and who knows it might be better.
2. how does this counter axe decks and combostorm decks?
As for Axe we have 2 options 1 our PA landed in his lane. Awesome we take that trade 7 days a week to shut down the strongest thing in their deck. 2 we abandon ship till mana 6 and control with
And as Xallorev pointed out U for blue. I also keep referring to things as their MTG terms so something like RB might be called Rakdos Aggro in my head but I try to keep that out of the guides.
2. by power of struggle, use gank and hip fire to fight axe i think