The decklists that you are about to see are from Death’s Advocate a notable S-rank player and creative deck builder. You can current 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 gives feedback and advice on these decks. Also, you can find him on twitch D3athsadvocate.
Trials of Mythron Decks Part 2: Abyssian
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.
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.
Bottomless Abyss: Ramp, Highly competitive.
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.
Dying Wish Ramp: Highly Competitive
Abyss got two new very neat tools, Gibbet, and Carrion Collector. Collector being a great opening play that ramps the majority of your deck and is great sacrifice fodder, a fun play for your opening turn as player two is to drop him on a globe, darkfire, and Reaper. Gibbet being a nifty little zone control tool and an amazing globe contestor. You want to play him defensively but close because his ability does not work on counter attacks. He will make your opponent play awkwardly, can be used as a mini combo with lure, and is decent sacrifice fodder.
Now that battlepets are out of the pool and he has gained a few more powerful targets, Grimes is now actually quite good, and since we are running carrion collector he fits in nicely. Plus six is the magic number for those turn two darkfire plays. In fact Grimes is often better then vorpal in certain matchups like vs Vet where its very hard to stick a single large body.
Furor Chakram is pretty much an auto include for Lillith, and its extra important due to the meta requiring AOE to stand up to Strategos decks and it is extra nasty mixed with reaper. While it conflicts a little with EMP, EMP is a powerhouse that gives you a good answer vs Ascension Sajj and the like, plus its good to have some form of dispel in a deck, EMP is a bit slow outside of ramp lists, but darkfire goes a long way.
The rest of the deck is packed with healing, control, and cycles, leaving it a well rounded and effective deck decently prepared for most matchups
Sacrifice Focused Underlord: Competitive
Loads of sacrifice effects to be to get Underlord out consistently and in a reasonable amount of time. Consuming/Echos have their classic combo with sarlac but are also quite potent with bonecrushers intensify. Lillith BBs and Sarlac provide excellent sacrifice fodder for the other effects and are very nice with Chakram.
It’s a decent deck with great sustain and a lot of control tools and a very scary late game, but it’s pretty hard to keep up with some of the crazier things from this expansion leaving it competitive but lagging behind a bit.
It’s a pretty classic deck, swarm the field, play death watch, win. There is a lot of micromanaging to be done, and you always have to be careful not to overextend into a field wipe. Don’t be to greedy with your win cons, you have quite a few of them, it’s just fine to cash in a small swarm instead of risking losing it all. The only thing that has changed for it since the last expansion is gibbet replaced sphere of darkness.
Grimwar is the decks saving grace, it simultaneously makes it really hard to clear your field and provides a powerful win condition. This is a very AOE prevalent meta, making hyper swarm a very tough deck to play. But I have tweaked it to be as resistant as possible to AOE, while still retaining its lightning fast gameplan.
Nine cycles will give you good resilience to field wipes and help in digging out Grimwar, cresendo is another classic, and Chakram can do a ton of work. Instead of picking most of the classic swarm tools like priestess or dancer we are favoring the bloodbound mentor as it provides card advantage and dodges rebuke, two things that help with resiliency.
It’s a very powerful deck, but Brome Swarm is making people run a lot of aoe and thunderhorn is absolutely everywhere so it can be a bit tough. Despite its resiliency it still suffers from the usual polarized matchup effect of “Do they have good aoe? Yes, you probably lose. No, you probably win.” and thus why it only gains a competitive rating despite its raw power.
Ramp Mythic Maev: Highly Competitive
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 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 deso, 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 back bone 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 linchpins and good counters, and healthy amount of control spells leaves you with a well rounded deck prepared for most matchups.
Focused Xor: Competitive
Sitting somewhere between the dedicated ramp list that has Xor as a back up rather than a focus, and the dedicated dying abuse list is all about sacrifice effects, this one carves out its own niche.
Making consistent Xor lists is a real challenge, but this one is just right on the money featuring some interesting tech. Shoutout to @Bubblingbeebles for pointing out how good Bone Reaper was vs swarm brome and Ascension sajj, as well as dancer being another great artifact counter and alt win con. This list really focuses on getting xor out fast boasting an impressive 12 sacrifice cards on top of maevs BBS which can be spammed with crypto as well. Combine that with a powerful control suite and an excess of healing and the deck is actually pretty dang good at getting Xor out and then closing the game.
Azure Shaman is the real back bone 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. Demonic Lure, while being a powerful control tool, also combos really nice with both Gibbet and thunderhorn.
Sarlac and or desolator tend to be fairly high priority finds as with out them you tend to run out of sacrifice targets. In general remember that your a xor focused deck so digging for sacrifice cards is usually worthwhile. Learn your matchups for when to dig for removal, aoe, and or healing and you will stand a decent chance vs most decks.
Dying Wish Xor: Competitive
A focused Xor deck packing a ton of control tools and sustain to get you to the end game.
Carrion Collector is a real superstar here letting you really push out a lot of units, and when mixed with Consuming or echos can make your entire decks cost negligible, and thanks to Nekoma and Desolator you can keep a constant stream of units out. Sarlac gives us some consistent sacrifice fodder, and is a classic with consuming/echos. Consuming/Echos turn the usually subpar Cacophy into a real force to be reckoned with.
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.
Between Gibbet, Lure, Ritual, Caco, and Necrotic you can answer just about anything your opponent puts down. Between Desolator and Drain you have excellent sustain, and your sporting a staggering 14 sacrifice effects on top of Maevs effect making the trial a breeze to complete. Leaving it a solid deck, but one that is tough to play and can struggle vs decks that have heavy dispel and or transform.
Death: Aggro, Competitive
Despite the lack of deathwatch this one gains the title of Death due to its killing speed. Its a hard face deck packing a very low curve and a lot of out of hand damage, and its also a shoutout to my old horsemen series 11.
Aggro Cass dominated metas in the past, but she lost most of her previous tools leaving us with mostly the darkseed/burn side of the deck intact, which thanks to Mythrons eating a handslot has even received a small buff. Add Hound and Jammer to the mix to provide card advantage for our selves while at the same time keeping your opponent topped off makes Dark Seed pretty nasty. Combine that with its aggressively statted minions and its quite relentless.
Usually Aggro decks skimp on the control side of things but thanks to the control package all costing two or less it’s easy to fit it in. Gibbet, Lure, and Punish to keep your opponent’s field empty letting you go face with ease. The deck has a decent amount of aoe with Grasp and Thunder which also combo nicely with lure to deal with various swarm decks. It has a healthy amount of healing to beat other aggro matchups, and a lot of ping to deal with artifacts.
Gibbet and Flameblood are flex slots with Blood Tear and Crypto depending on the meta.
The second variation of the deck is similar to the first, mostly personal preference, but the intensify engine bolstered by consuming rebirth is super nifty.
All that combined leaves you with a well rounded deck prepared for most matchups that can either smorc people down or sustain into the late game where bonecrushers and desolator spam can
Famine: Creep Attrition, Competitive
This one gains the name of Famine as it slowly starves your opponent of resources, places to position their units, and its also a shoutout to my old horsemen series 11.
Creep is not in a great spot right now, due to lacking an out of hand finisher, but it did certainly get some neat new tools. Thanks to the looming threat of Tormentor standing on creep is very unapealing allowing it to be used as a good zonecontrol/stall tool while simultaneously providing healing and draw thanks to Munch/Depths.
The deck packs amazing control and ping, and can really punish people that stand on creep, or lategame you can drop Variax to get an awesome BBS, which for cass is for the cost of three mana you summon a 4/4 fiend on every shadowcreep.
Unfortunately generating creep can be tough now, and using variax as a win con is exceedingly slow, but the deck can play a great game of attrition, unfortunately thats not usually enough to stand up to many of the Mythron and other meta decks.
Pestilence: Cadence Creep Competitive/Gimmicky
This one gains the name of Pestilence as creep feels very much like a spreading disease, and its also a shoutout to my old horsemen series 11.
Creep is not in a great place right now lacking a proper finisher, so this deck opts to skip the new creep legend and instead opt for using Corporeal Cadence combined with either Bonecrusher or Juggernaut as a powerful finisher. I am still on the fence about how many Cadences I want to use, but it is pretty tricky to pull off and nethermeld can be used for a similar combo by placing bone/jug defensively plus is soft removal in a pinch.
Aside from Juggernaut creep is mostly a control tool providing ping, healing, draw, and removal. Hopefully Tormentors mere existence will scare people enough to avoid stepping on creep allowing it to be used as a proper stall/zone control tool. The crypto/mentor package is a great control tool/creep/card advantage generator, and having excess ping is super handy.
Its a solid deck, but it’s a bit slow and gimmicky.
Coming soon Death’s Advocate Trials of Mythron Magmar 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.