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Aganej2's World Views
Someone came in and asking for deck help:
“Alright, as I said here is the decklist. I know that it
is not the BEST put together deck in the entire world,
but it has served its purpose so far. If you can, I
would maybe like some help or a review please.
Well Mr. Deckbuilder, you’re in luck. I was
just making some plans for a warlock deck similar to
this one so I already have some of the lists drawn up.
You didn’t really give me a set budget so I am going to
put it at an easy 20 bucks, and I’ll attempt to stay as
close to it as possible. It shouldn’t be so hard since
you already seem to have a good skeleton in place and
now I am going to put some meat on it.
First thing’s first, to increase the efficiency of your
allies, we’ll get rid of all vanilla allies. (vanilla-
an ally with no abilities)
-2 Benethor Draigo
Now at this juncture we can either increase the
defensive ability of the deck by adding more Sarmoth or
go with the main idea of the deck by adding Grimdron. I
figure to help smooth out the “mana curve” on this deck
we’ll add the cheaper costing Grimdron.
+2 Grimdron
With no other vanilla allies in the deck, we
now start to evaluate the abilities and allies as a
whole according to the main idea of the deck. The cards
that stood out to me as potentially weak were: Fall
back, KarKas Deathhowl and Wazzuli Wildmender. Fall back
and Karkas are definitely goners because they have only
a single copy in the deck, meaning that even if they
were essential to the plan they would hardly ever show
up. Wazzuli will be a tough call later on but for now
we’ll leave him be.
-1 Fall Back
-1 KarKas Deathhowl
One of’s in the deck are a trouble because if you depend
on them too much they will always disappoint. To prevent
this, we’ll use the extra slots to reinforce other “one
of’s.” Life Tap is an excellent draw ability, and a good
way to maintain tempo in the game at a very small cost.
Tempo is the ability for a player to maintain stability
and/or advantage when expending his or her resources.
Skewers aren’t the most cost effective removal
abilities, they require two costs for one goal (both the
exhaustion of one creature and valuable mana).
-2 Skewer
Ok, we’ve cleared out 4 slots; still more to go.
We’ve narrowed down a lot of the easier pieces, now to
make some really hard choices.
Ophelia, Steelhorn, and Kulan EG are singles, making
them very unpredictable. Not a very good trait for
protectors. Stonetusk is a neat little creature but I
found that not many things would target him that would
only deal one damage, making his ability useless. The
Ogre Rod is a hard choice, it’s a poor weapon but
straight forward effect. In the beginning game this card
is nice but later on it’s horrible because it can still
only deal one damage. Still that is better compared to
Chapeau’s effect, which is marginal because none of the
abilities used are real game breakers. To fix our
protector problem, I am going to take out both Kulan and
Ophelia to put in the best protector this deck has
working for it: Sarmoth
-1 Rod of the Ogre Magi
-1 Whitemane’s Chapeau
-3 Ka'tali Stonetusk
-1 Ophelia
-1 Kulan
+2 Sarmoth
Another hard choice, how to deal with Wazzuli
Wildmender. He costs 5 but is a 3/5, this isn’t so
impressive. The healing ability is nice, being as it
effects everyone but this isn’t the real tone of the
deck. The deck’s idea is to burn and healing abilities
have no real place in it.
-2 Wazzuli Wildmender
The good news is this, we can now start adding. Voss
Treebender is an excellent one dropper not only because
of his 2/1 stats but his ability to negate protectors.
We’ll also add in some Steelhorns for some early
protection.
+4 Voss Treebender
+2 Guardian Steelhorn
We’ve taken a lot of the punch out of this deck, so we
need use our last 5 slots to put it back in. Another
copy of Infernal will help along with a Moko. With 3
slots to go we’ll try something new and add in Watcher
Mal’wi for some extra burn control.
+1 Infernal
+1 Moko Hunts-at-dawn
+3 Watcher Mal’wi
Now that we’ve got a nice creature base going on, we’ll
take a look at how our quests can help us boost the
abilities.
The quests seem really scattered, not very focused
towards a specific goal. Often times quests help to
solve problems that occur in the deck. For example,
Zapped Giants is used in ability heavy decks to dig into
the deck to find useful abilities faster. We’re going to
dump The Princess is Trapped, I don’t like giving away
any sort of power to the opponent. Blueleaf Tubers may
seem useful because a game can go out so long you can
deck yourself, but it’s a trap. There is no technology
out there right now meant to deplete your deck. Into the
Maw of Madness is a nice card for quick decks that use a
lot speed. Your curve seems too heavy to use such a card
-1 Blueleaf Tubers
-4 Princess is Trapped
-2 Into the Maw of Madness
All of the other quests are good, especially It’s a
Secret to Everybody. Chasing a-me 01 is fantastic and so
is Your Fortune Awaits.
+2 It’s a Secret to Everybody
+3 Chasing A-Me 01
+1 Your Fortune Awaits You
With the one slot left over we’ll put it to Life Tap
+1 Life Tap
To finish let’s draw up a curve to make some last minute
changes to get the deck to flow better.
1 XXXXXX
2 XXXXXXXXXX
3 XXXXXXXXXXXXXX
4 XXXX
5
6 XXXX
The curve looks pretty good, it may be a benefit that
the 5th slot is open just because that will
be the turn you’ll use most of your quests for their
abilities. Around 6th turn most of your
beaters will come through. Now to see just how the bill
came along.
Moko Hunts-at-dawn x1
Infernal x1
Life Tap x1
It’s a Secret to Everybody x2
Chasing a-me 01 x3
Your Fortune Awaits You x1
Voss Treebender x4
Grimdron x2
Sarmoth x2
Watcher Mal’wi x3
Guardian Steelhorn x2
Total approx: $23 dollars
It appears this deck reconstruction was a success. Enjoy
the deck, happy hunting.
-Alex
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