Hello everyone,
With Mortal Judgement set release, 190 new cards were added to the game; which opens up room for new combos, decks and much more new things to see. I myself have been enjoying the new set so far and trying as much as I can to go through new cards and enjoy the game much more.
Now while these cards might make new decks appear, and maybe even new combos and game plans that we have never seen before, I decided to stick for a classic deck at the moment while at the same time adding new cards to it from the new set to improve it, and this deck is the used to be Ramp magic which is now control magic because I removed all ramping cards from it.
Now I still did not go through all of the new cards released, nor did I own a lot of them, so I built this deck around some of the new cards that I got from my packs that I felt can be useful to it and can bring some value or better results from previous cards, so without further ado let's take a look at the deck:
The Deck
Now you can notice that I did not only add new cards of the mortal judgement, but I also switched some of the DO ones for new core or DO cards as well. But the deck is still similar to the past one in terms of piloting. The only difference here is that you will have to try and survive the early to mid game as much as possible without being able to Ramp but at the same time the late game now is much stronger I would say. Let us see the new mortal judgement cards added and why did I add them:
Mortal Judgement Cards Added
Surpassing Blast for Illuminate
Since both cards cost 1 mana, and deal 2 damage, I decided to switch Illuminate for this one because I felt it brings more value with the empower. Not often you might need the foresee from the Illuminate while you can empower the other one if needed to deal more damage, and it can also deal face damage as well so definitely a better switch!
Crackling Bolt for Epiphany
I made this switch because I felt like the versatility of Crackling Bolt is much better and it can also deal more damage if it was empowered for 5 mana only. It's true that I can not hit face with it, but the first switch should make up for it in case any extra face damage was needed which is mostly not the case with this deck since you have a lot of late game creatures.
Helmna, the Spear of Life for Cyclops Defender
Now this switch was just to test out the value that Helmna could bring in this deck, and I would say I am not sure about this one. Sometimes the heal helps a little bit, but in most cases with this deck there are not a lot of creatures to heal so most of the times it will get less stats that the Cyclops Defender so I might switch this back up.
However, I would say Helmna is excellent in decks where they might use the heal more that this one.
Alastrina, Prime Refactor
Now I know this card might be much better in other decks, but I decided to try in this one since I got it pulled. It helped me most of the times especially if I was healthy at 5 mana so played late game creatures much earlier. I usually use it only when I have 2 or 3 late game cards in my hand and I did not get to use it empowered a lot since it is tough to give a free turn at 8 mana with this deck. But definitely helped although it fits better in other deck.
New DO and core cards added
Now let us take a look at the DO and core cards I added and see the value they bring to this deck:
Ekrileth, Spawn of Pendroleth
I decided to add this card for this deck for 2 reasons:
First one is the ward; with how much removal there are in the game at the moment, ward is very valuable especially as a 6 mana creature with frontline that should provide you some for of protection.
The second reason is that I added a few card drawing cards to this deck, so usually when I play this card I should have at least 5 cards in my hand which makes it a 6/6 if not more sometimes which is pretty nice.
Demetrios, Playwright and All-seeing Spire
Those two cards were mainly added for cards draws. Since I figured out I needed some form of card draw especially in this deck because it can bring a lot more value for Alastrina since this way she can reduce the cost of more cards, and also for Ekrileth so I can summon her much stronger.
Unacceptable Monstrosity
Now I decided to add a 9 mana creature to this deck since with the addition of Alastrina now I can play it at 8 mana which is huge! So this was my option because it is the only 9 mana card I own. I would suggest better cards like Polyhymnia if available but for me this was my only option. But I can say that the addition of a 9 mana card to this deck paid off!
Final Thoughts
Despite the changes dealt to this deck were kind off minor, the piloting of the deck itself and though process behind it changed a little bit. I needed a bit of time to adjust some cards and adjust the way I pilot the deck but eventually I got the hang of it.
Now of course I still feel like the deck can be improved somewhere but still did not figure it out yet since I only played 12 games with it with a 75% win rate, but some matches made me feel like the deck needs something to it to be even better or it is just the nature of the game because you can't win them all and some decks are going to counter you no matter what you play.
But as for now I will keep playing this deck and hopefully it can do well in the weekend event now. That was it for this one, hope you like the deck, be sure to leave a comment and let me know what you think about it and what are you going to play this week in ranked.
Wish you all the best in your ranked games and I will see you on the next one! Here is the deck code for anyone interested in it:
GU_1_4_CEhCEhKAbKAbIBmCANCANCCyCCyCEkCEkIBBKAnIBrIBrIBnIBqIBqIBoKAxCEvIBsCBmCGFIBpIBSKDqCBjCBjCFl
Mad Love, Peace out <3