Controlled Rush
Posted by ESofDawn on 24/05/2018
- 1 Campfire 3
- 4 Daring Adventurer 3
- 3 Queen's Assassin 3
- 1 Imperial Drain 3
- 3 1 Tiki Piper 3
- 6 Queen's Guard 3
- 4 Maceman 3
- 3 Hunted Outlaw 3
- 2 1 Bone Collector 3
- 2 The Emperor's Command 3
I made this deck to counter the "Path to Face" deck originally but it's performing really well across most matchups.
A "green rush" - style deck that values board control over face damage, value trade with a variety of combat tricks and creatures, build a giant Bone Collector in the process with the help of Tiki piper and queen's assassin, get Daring Adventurer value and starve your opponent.
Once you feel confident enough with your board presence, take the win.
Pros:
-Can easily take value trades when you have the initiative (being mostly neutral creature based, you probably will).
-Can grow an out of control Bone Collector.
-Queen's assassin allows you to take trades or prevent your opponent from playing big threats to stop your creatures, such as Battle Ogre or a Thyrian Golem.
Cons:
-One mistake can cost you the game - Not easy to take back control once you lose the board (wait for Daring value or Tiki piper to get a big creature in play).
Queen's assassin can easily die to Groundshaker for "free" so it's better to play it when the opp doesn't have the Faeria to do so.
Matchups:
The Good:
Surprisingly strong vs red combat 90% winrate.
Small token decks such as BG Jump or BY Istanu are easy to manage with bone collector and Daring.
Very strong vs any kind of rush, because of the early neutral creature trades and the ability to land block freely.
The Bad:
Yellow Tempo/Flyers can be a problem, especially if the remove your guard on turn 2.
Mono Green - an early Verduran force can get rid of your guards easily.
Haven't seen enough of G/R salamander or Crackthorn to test the matchup properly but I believe it would be a difficult game.
ES vs xged's b/g jump: https://www.twitch.tv/videos/264955801?t=00h43m31s
Thanks for reading, have fun!