A weekly recap of my Mythic Weekend Ranked experience, this time doing a challenge of using all the different tribes. Prior to this, I’ve done two challenges so far, first a Free-To-Play (F2P) Gauntlet with all the Gods to show that they can all compete and get Legendary packs, and second I did another Gauntlet using only Welcome and Core Cards.
I really had high hopes for this tribe, I thought that this would be one that could finally push me to a Legendary Pack for this series but alas, I failed. I still think that with better luck this deck could’ve gotten there, but this weekend I ended up with 8 wins, just 1 win short of a 50% winrate. Hopefully I’ll get at least one tribe past that winrate!
| Weekend | 24 | 25 | 26 | 27 | 28 |
|---|---|---|---|---|---|
| Tribe | Atlantean | Amazon | Anubian | Aether | Guild |
| God | Magic | Nature | Death | Magic | Deception |
| Wins | 12* | 11* | 6 | 7 | 8 |
| Prize (USD) | $16.5 | $14.5 | $12 | $14.5 | $16.5 |
*Weeks 24 and 25 were out of 25 games; it changed to 18 games starting Weekend 26
Here’s the deck that I used, costing 0.0231 ETH or ~$21.
My opponents were actually pretty well varied, as compared to Light’s dominance the past few weekends, but I wonder if I would’ve done better if I did face more Light. This deck does surprisingly well against Control Light which I find super annoying. Interestingly enough I did not face any Deception, I guess maybe they’re considered weak now… My worst matchups seemed to be Nature and Death, but I feel I had the tools to deal with Aggro Nature and Heirloom Death, just bad luck that I didn’t draw the answers.
Strengths
-Great value generation and card draw
-Variety of roles can fit in different deck types from Aggro to Control
-Good tribal synergy, while having a decent amount of cards that are good enough to use without it
-Guild Enforcer
Weaknesses
-Creatures are usually under-stated
-Quite a few 1 health creatures that die easily to AOE and GPs
Notable Cards
Patient Pickpocket is great value and gives you insight on your opponent, and pairs well with The Hollow. Frumentarii Instigator, which is the only older expansion card used in this deck, is a draw machine especially with the echo and low mana Guild creatures. Especially when playing in a mirror match, as Guild creatures on both sides of the board count towards the draw. Guild Enforcer needs no introduction, basically one of the best neutral cards in the game.
Notable Cards Not In My Deck
Whisper Baron and Merrick are good for Aggro decks, but doesn’t quite fit in my midrange one. Desert Mercenary is an interesting one that I haven’t seen in awhile, but if you can draw enough creatures, the discounted 2/3 mana ones can provide a big tempo gain. Lady Marcella is another interesting card too, as you get 5/5 stats with it along with Deadly, and the downside of her Afterlife can be mitigated with your GP or other cards.
Other Gods
GUDecks.com is not working probably right now to show the cards, so I can’t easily calculate the numbers. But Deception definitely has the majority of Guild, while War has a few.
I might try to skip to Olympian Light for next weekend because I have a feeling it might get a little nerf at some point, so we’ll see. If not I’ll keep going alphabetical! Wish me luck though because all this climbing back to Mythic is getting to me haha.
A couple of shinies and a Legendary (worth $4.5) from a Rare Pack, not too bad!