Death’s Advocate Trials of Mythron Decks Part 1 S-rank and Highly Competitive Decks

Death's Adovate

Here at The Bad Magmar, we try to give you a wide variety of opinions and diversity in style of play for the game. The decklists that you are about to see are from Death’s Advocate a notable S-rank player and creative deck builder. You can currently find him playing on Astral Crusaders who are doing well in playoffs of Team Wars 5. You can find Death’s Advocate Master list on the official forums where he gives feedback and advice on these decks. Also, you can find him on twitch D3athsadvocate.

Trials of Mythron Decks Part 1: S-rank Deck and Highly Competitive Decks

By Death’s Advocate

Death Advocate’s Rating system:

I avoid putting things into Tiers because not only is that subjective it changes too frequently. Instead, I take factions, or archetypes, and optimize them as much as I can, although constructive criticism is always appreciated. If they work, and can reasonably compete with higher tier decks then I rate them as such. While I do make some top-notch decks, not everything can be top tier, and that is ok, I strive to at least make it the best that it can be, so if that’s your style you can play it without feeling terribly outclassed.

S-Rank: Well tested, played into S rank/top 50 personally.

Highly Competitive: Something that I think is S rank tier but I have not personally played it into the top 50.

Competitive: Not as well tested and or not quite as consistently good as an S rank, but certainly has the potential to compete with anything.

Competitive/Gimmicky: A deck with a cool gimmick that when it works it’s really scary, and still decent when it doesn’t.

Average: Self-explanatory.

Gimmicky/Competitive: More gimmicky then competitive, because when its gimmick doesn’t work out or it gets countered it tends to fold.

Gimmicky: I don’t make many of these, but this would be Meme Tier, but one that I have still put a lot of effort in.


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Ramp Mythic Maev:



Underlord Xor is such a neat card, when it was spoiled I was certainly hyped. But it has proven to be a bit tough to get out rarely coming down before eight mana even in decks focused on getting it out. So I have found the best way of making the deck is not to really use him as your primary win con but just sort of reassurance that you will win the late game if you get there.

This list sits somewhere between tempo Maev and classic ramp abyss. It utilities a hefty amount of two drops to provide sacrifice fodder for Maevs BBS as well as Ritual and Darkfire. Pair those with a necrotic sphere and extra bbs from crypto and you can get xor out pretty reliably by the time if and when you need him. Due to him filling up your hand the deck needs to lower its curve to avoid burning cards and to be able to use desolator, but between Desolator, lots of late-game drops, and having Xor for about when you would start running out of cards it does fine on that front.


Azure Shaman is the real backbone of most Maev decks due to how it works with her BBs. Not only will it buffs things it dies around but it will also buff the newly created husk for a staggering 4/8 for the cost of three mana, and in a pinch, you can use your other sacrifice effects on Azure as well. Gibbet is abyss’s new little toy, and he is extra scary when combined with the health buff of azure.

Early BBs via crypto is amazing early game tempo, we pack a good amount of healing to offset the self-damage, AOE with thunder and necrotic ramped Vorpals and EMPs are lynchpins and good counters, and a healthy amount of control spells leaves you with a well-rounded deck prepared for most matchups.

Bottomless Abyss:


Its been awhile since Big Abyss, much less Lillith, was meta, but the current incarnation is very well suited for the meta. I call it bottomless abyss because well…that would be a pretty big abyss.

Big Abyss is an old and simple archetype that revolves around ramping out abyss’s powerful late game minions like Vorpal Reaver alongside a few other targets that have changed out a lot over time.

Gibbet, your healing units, and yes even inkling are all great globe contestors to try and go for that turn two Vorpal. Because your planing to Dfc the body on your opening play really doesn’t matter.

Furor Chakram is pretty much an auto-include for Lillith now, it provides some much need AOE and is extra nasty with Vorpals dying wish. It is also pretty nifty with Spectral Revenant allowing it to proc its effect multiple times for an insane burst. Between that and Thunderhorn you have a decent chance vs brome and other swarm decks.

The deck has a healthy amount of healing and a lot of control tools. Between its very heavy top end, desolator, and inkling it does fine on card advantage, leaving you with a well-rounded deck prepared for most matchups.


Another Vanar ramp deck, but this one focuses much less on ramping out big things and much more on wisp abuse, control, and maintaining the tempo.

Bear, Aspect, Hailstone, and EMP are all amazing combo tools with Hate Wisp, and all double as strong standalone control cards. Aspect of the Mountain provides AOE and is also great with illusions or our selection of two drops. Add aspect to thunder/sister and you should have enough AOE to combat the growing popularity of swarm decks, although if swarm ever goes on the back burner it would be nice to basilisk in.

Wisp is Vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs and the rotation. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponent’s mana! And if you dispel, bounce, or transform it, the effect is permanent. One of my favorite tricks is playing it turn two, then the following turn trade with it and hailstone, and if you are lucky to even play it again that turn! Wisp is best played defensively but not so far back it cant get into a trade. And because turn two Wisps win games I have been trying to fit extra globe contestors into my decks.

The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage, that also fuels our other card advantage engine Circulus. But thanks Cloudcaller this package has grown even stronger. Cloudcallers water ball does four damage to an enemy minion so it’s a great tempo tool, and it can also get duplicated by a mentor or refreshed by crypto if you have the mana for it.

It’s a pretty nasty deck that can either be aggressive or play the long game depending on the matchup and it has pretty favorable matchups across the board.


WALLet Warrior Kara:


A fairly expensive deck revolving around walls, which thanks to Karas BBs are a big threat. Karas bbs plus Luminous charge, if unanswered, is a staggering 15 damage. Between Luminous, Thunder/Sister, and mountain you tend to be ok on AOE as well. Walls, Chasers, and Illusions are also excellent transform targets.

Wisp is Vanars best card of the expansion and is borderline oppressive, which is rather important as Vanar has suffered greatly from nerfs and the rotation. But Wisp came to the rescue and really pushes all Vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponent’s mana! And if you dispel, bounce, or transform it, the effect is permanent. One of my favorite tricks is playing it turn two, then the following turn trade with it and hailstone, and if you are lucky to even play it again that turn! Wisp is best played defensively but not so far back it cant get into a trade. And because turn two Wisps win games I have been trying to fit extra globe contestors into my decks.

I am not sure if the deck needs little wisp though, its good as the deck has a lot of high-end cost stuff, but it’s not that late game oriented. Little wisp is currently in but it could be traded for a tech card like Azure Shaman if aggro becomes too common, or rust crawler if artifacts take over.

The deck is good on card advantage thanks to Circulus, Corona, and Snow chasers effect, which is pretty easy to get off thanks to Corona, gravity and the like. The deck can take control of the early game or hamper it with hate wisp, and transition to late-game Embala, leaving you with a nice well-rounded deck.



A combination of Lark/Striker and Neuro link, and or Tracer make getting to the other side to complete the trial a breeze, and on that off game where you cant find those that means you probably have a handful of artifacts/control tools and can just play traditional tears artifact sajj.

Once the trial is complete for each artifact you have equipped you get an effect, or lose an effect your number of artifacts goes down. The first gives you frenzy, the second gives you flying, and the third gives you celerity. Once that quest is complete it is very easy to fly around the map clearing threats via ankh/iris barrier and or nuking down your opponent, which can often be an OTK via tears.

The deck packs a premium selection of artifacts that best help with surviving the early game, and it avoids including any others in favor of foundry/striker/and gifts, that way digging out the ideal artifact is much easier with a foundry. Gifts is mostly used post quest completion just to be able to top deck two artifacts with one card that way you can fly out of a sticky situation where all your artifacts have been broken.

The deck also packs a good control suite, blood of air is a given, but Bender/Stars are a meta call. Bender is good vs gravity wells, getting rid of stuns on sajj, and having dispel is just good in general, and Stars fury goes a really long way, in particular, combined with an ankh, in combating Quest lyonar/hyper swarm which could otherwise be tricky matchups. Depending on how the meta shifts sandswhirl could end up replacing bender/stars.


San Andreas Zirix:


San Andreas is a large city and is also known for the San Andreas Fault.

Since dervishes lost whisper its a lot harder to play the aggro game, so instead I am favoring a much more late-game snowball effect with fault, Kha, and Nimbus, using Obelysks as a zoning/stall tool.

Reassemble is a really solid card for the archetype but it is especially potent when used on the 5 mana turn to save a 0 cost summon to use with Cataclysmic Fault on the 6 mana turn. The deck has a lot of dervish synergy with Fireblaze, Dunecaster, and of course Kha, all of which can really turn dervishes of any sort into really scary monsters with lots of reach. Combine that with Sandswhirl/BOA for removal and its a very well rounded deck.

This deck looks to really dominate the early game and create a zone your opponent wants to stay away from with Obelysks. While the deck can play aggressively if it needs to, especially if your opponent comes into your zone, its greatest strength is in forcing your opponent to back away and then transitioning into Cataclysmic Fault to close the game out, which has become much more powerful thanks to how it combos with the decks latest superstar Khanuum-Ka.

Khanuum-Ka really pull the deck together solving bad dervish spawns, letting you cash in on an entire fault immediately, and just being a powerful card all around. Vs Vaath/Lancer/Artifacts it can just win a game instantly, vs things like brome and the like it can be used as AOE, but be warned while the deck is very powerful the rope is your biggest enemy! Trying to move dervishes, summon kha, and proc fault, and then actually get all of his attacks in with his slow random re-summon can really eat into your turn, but with speed hack, practice, and knowing you need to move fast it is doable.

With this deck, I usually move forward and drop obelisks either right behind or in front of my general, or go and hug the top middle portion of the map placing them against the wall so they spawn forward. Obelysks can be a bit tricky, but if you get the hang of positioning them they can provide endless value. A couple positioning tricks to know about: The first is playing them towards the middle of the map early on and using your general to block the path to them. Another is manipulating where your dervishes are going to spawn, there are two ways to do this: the first is just putting units in spots you don’t want spawns, the second is if you have baited your opponent towards a wall you can place the obelysk against the wall eliminating three usually undesirable spawn locations. Remember Obleysks can overwrite each other spawns so be careful positioning them next to each other.

Its a very strong deck, but it can be tough to play, and you always have a little reliance on RNG due to dervish spawns, although Kha helps a lot there. Your lack of healing means you need to play aggressively vs aggro, and you have an inherent weakness to plasma, but the decks brute power, speed, and late game potential help make up for its inherent weaknesses. What makes it such a monster is the decks are usually good vs Obelysks or fault, but not both.


Sexy Lizard


These lizards have curves! I mean the deck is all about just curving on up throughout the game! Forget trying to accelerate or make finality consistent, this deck is just strong at every turn of the game.

The only thing that has changed for the deck with the new expansion is it lost Sunsteel, but that was easily replaced with the golem package, leaving us with the raw power of the reliable midrange magmar package combined with Vaath smash. It’s quite the bully of a deck with many favorable matchups although it does often struggle with Artifact decks that have been on the rise lately thanks to Ascension Sajj. If It had a sideboard I would include both Rust Crawler, and Matter shaper, if artifacts go a bit more mainstream Metallurgist and Ragebinder could be swapped out for them, Flashed Magesworns can also really shut down certain decks as well, but at the moment I don’t quite think any of those can fit in the main deck.

Cryptographer goes great with both Drogon and Armada, and for those who don’t know Drogans effect is indeed exponential, Drogar+BBs+Cryptographer lets you go from 3 attack to a whopping 18. Even if you only have a single Drogan and no Cryptographer, combining it with a late-game Vaath, or after a finality, just makes him just an absolute monster. Add ramp into this mix and you can pull off some silly things real quick.

The deck is packed with AOE, healing, removal for all occasions, finality to gimp late-game combo decks, and of course Vaaths Bloodsurge finishers. It has no need for card advantage due to just curving out throughout the game.

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Coming soon Part 2 Death’s Advocate Trials of Mythron Abyssian Decks

Once again you can find Death’s Advocate Master list on the official Duelyst forums where he gives feedback and advice on these decks.



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