Hi all! This is a deck I've been crafting/tweaking for a while now. The deck is cheap. Depending on how you configure it, it's $5-$16. It's also got quite a few flexible cards spots, so you can tailor it to your preferred style of play.
The Deck
This is one of my earliest versions of the deck:
Code:
GU_1_2_KCyCCQIAoIAoIAlIAlIClIClKCiKCiCCMCCMCEwKCZKCZKCbKCbICtICyCEXCEXCERCEQCEQICHICHCAJCAJCFQCFQ
Here's my latest version of the deck:
Code:
GU_1_2_CCQCCZIAoIAoIAlIAlOAUIClIClCCMCCMCEwCEwKCZKCZKCbKCbICyKCgCEXCEXCEQCEQICHICHCAJCAJKDmCFQCFQ
Part of the reason for the transformation is that I'm lower rank now than I was a few weeks back (and no not from playing this deck 😆). My original deck needed void hate for example for martyrs, sirens, etc. At lower ranks, it's almost all aggro matchups, so the extra healing is really helpful. Also, you don't see relics like Lysander's Spear or Pallas' Wand, so Nightleaf trapper is enough relic hate.
Across all versions of this deck, you'll see some cards that never change:
These make up the core of the deck. Really solid cards that are incredibly cheap.
Strength steal helps with aggro decks as we'll see in the aggro war matchup gameplay vid. Bound by Her Will combos nicely with strength steal and also loves to grab Cursed Obelisks. Carriage and Enforcer are great value cards. At higher levels of play, these can get Bladed, which feels bad, but we have 4 and there can only be 2 Blades. Also, good aggro lists aren't running blades, which is what these cards are designed to slow down.
Board control is our win condition with Witherfingers as the capstone piece. She isn't enough on her own against control decks, but the deck runs enough creatures that hopefully you've already soaked up a lot of removal. Of course, Cutthroat Insight is key against control (and honestly is what I built the deck around). There is a fair amount of luck in Cutthroating a good card, but with practice, you'll increase your chances. For example, if your control opponent is struggling to deal with your board early game, odds are they've drawn a few high-mana cards that they can't play. Of course, Cutthroating when they have a full deck of cards also increases your chances of stealing a good card.
Options
My match against War below features The Hollow. Againt creature-based aggro decks, it will win games on it's own by outvaluing your opponent. I've tried some deck variants with Barrels (they combo nicely with Rapture Dance and clog the enemy board). I ran Rogue for a while to for surprise deadly.
These are interesting/fun cards. I found that Rogue just didn't work out often enough. You need to run 2x to draw him consistently, and even then, he needs a creature on board to combo with. Surprise Delivery feels better in my full aggro deck. Those games are over so quickly that 2 turns of clogged board (and 6 damage) make a big impact. In longer games, it doesn't feel as strong, and again, the combo with Rapture just isn't consistent.
The Hollow is actually interesting, and at lower ranks, I may put it back in. In Mythic, it just doesn't live very long. In Shadow/Gold, though, a turn 1 Hollow almost always survives for a least a few turns.
Marcella is a great card in this deck, and my second gameplay vid will feature why. We have so many tools to deal with her downside and often turn it to a positive by stealing their 1/1 deadlines. I consider her a core card in the deck, but she is $5, so if you want max budget, you can replace her.
This card used to be auto-include in deception. Even aggro lists ran it. It does so much for 1 mana. A turn 1 pickpocket often can't be answered, which means you'll get an extra card from your opponent. If you already have a board when you play it, good opponents will be forced to use their removal on it instead of your other creatures, so there is somewhat of an implied frontline or 'must kill me first'. Then it's a 1/3 creature with flank. The flank isn't useful that often, but don't forget about it. Occasionally, it can be critical to finish off an injured obelisk or go face for favor.
Strategy
I've touched on this already, but midrange decks like this play differently against aggro and control.
VS Control
An argument could be made for Thievery godpower against control opponents, but I always take Distraction. Even against control, being able to bypass a frontline for lethal is going to win more games (in my opinion) than extra 1 mana cards. This deck doesn't have the late game to go the distance against greedy control lists.
Against control, we want to put on as much pressure as possible. Most of our creatures have 3+ attack, which is good, and the ones that don't make up for it in other ways. Even Blade Borrower can set their frontline to 0 strength letting you trade while keeping your board.
Cutthroat is obviously critical. Understanding when to play it and what to take if you have options just comes from experience in the game. There are too many scenarios to detail them all. However, if you find a card that is going to ruin your board next turn (demo, rapture dance), that's a safe bet. Don't take 9 drops at 5 mana. Odds are it never gets played before the game is decided anyway. 99% of the time take Pyrrhic Incantation so you can cast cutthroat again. There are some basic ideas.
Hunting Trap scales well into late game.
VS Aggro
Sit back and burn then out of cards. Aggro decks with no cards lose. You almost never want to play Cutthroat against aggro. The value of what you steal is minimal. You pay 5 mana, steal a 3 mana random creature, and then play it for a total cost of 8 mana? Not a good look.
The deck has 2x Umbers and 2x BBHWs, so don't save them for the perfect target. As soon as you get a play use them. As the game goes on, they become dead cards without strength steal to combo. Similarly, use hunting traps on the first good targets.
Keep Marcella in the mulligan. She's that good. If you find Marcella and happen to have umber in the mulligan even better. Armor Lurkers are also keeps.
Patient Pickpockets are surprisingly good against aggro. More than likely the card you get is one you can play to contest board.
The deck has a touch of heal, but don't be afraid to tempo out Serris if it will cement board control and give you the game.
Gameplay 1
This game going second against War shows off the insane value The Hollow can generate. If I put it back in my deck, it will probably replace the Unexpected Gift.
1 Mana and Mulligan
Not the best mulligan. One Blade Borrower is more than enough. Would have loved to find Pickpockets or (even better) Lurkers - luckily Lurker is the first card we draw on our turn.
2 Mana
Hunting Trap is an option to play, but I go with Blade Borrower. This is largely due to my hand make up. I've got Umber and BBHW in hand. By playing the 3 mana Borrower, I get her 1 mana echo, which I'll have enough mana to combo with.
3 Mana
Lurkers are never bad plays. Floating one mana doesn't feel great, but note that I also clear his board. I'm worried about buffs like Another Round.
4 Mana
Our Blade Borrower / BBHW combo goes off and feels really nice. A 1/2 protected creature isn't great, but the swing in board state isreally big.
5 Mana
Easiest hunting trap decision ever. Then The Hollow is the obvious next play; however, an Orcish Elite or numerous other blitzers might clear it.
5.5 Mana
Rewatching, I should have Umber Arrowed the Battlebard and used that to pop protected. Definitely a missplay.
6 Mana
Our missplay is not only not punished, but actually rewarded. The Umber helps us trade out one of his 3/4s. I missplay again by not paying attention to the Sanctum.
6.5 Mana
This time we are punished (and rightfully so). He is able to go face and then ping off our creature with the Sanctum archer.
Blade borrower is a huge draw here. We take 4 damage off the board while developing our own board.
7 Mana
Another Round continues to buff creatures in his hand as long as he keeps pressing the Slayer button, so I opt to clear his board with a trade and rapture. At this point, he has one card in hand, we have heal in the sanctum, our Hollow is established and pumping out value. I'm thinking the game is over.
Remainder of the game
He draws probably the two best cards that he could have hoped for and is able to re-establish a threatening board. Even getting Ward on the Challenger. Even so, he's so far behind and out of gas that I'm able to fully clear. I cutthroat him because why not? I almost make one last missplay by trying to draw the Rune of Fire while having a full hand, but I realize and play the Vow first. (Does it even let you buy from the sanctum if you have a full hand?) That's game.
Gameplay 2
While the last game featured The Hollow pumping out value, this one features Lady Marcella putting in work and combing with Lethargy Mage to negate her downside.
Looking at my opponent's list after the game, it wasn't the most optimized. This game was in Auric Gold I think. I don't play perfectly (my 4 mana turn is really awkward because I messed up the ordering). He ultimately plays right into our Rapture Dance (as zombies are likely to do) and then quits right after.
Conclusion
This deck has tools for just about every situation. What I like best about it is that there is no auto-lose matchup. You need to draw the right cards, but that's always the case. Cutthroat and Pickpocket also play really well against expensive decks. Their NFTs become your NFTs - at least for that game.
I actually watched Aldous play a very similar deck last night on stream in mythic (and win).
I like my flex cards better than his, though. 😊
Anyway, you'll definitely get good mileage out of this deck, so try it out!