Death’s Advocate Trials of Mythron Decks Part 4 Vanar

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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 4 Vanar

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.

 

Cassyva Soulreaper

Tempo Highly Competitive

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Another Vanar ramp deck, but this one focuses much less on ramping out big things and much more on wisp abuse, control, and maintaining 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 basalysk 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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into 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 waterball does four damage to an enemy minion so its a great tempo tool, and it can also get duplicated by mentor or refreshed by crypto if you have the mana for it.

Its a pretty nasty deck that can either be aggressive or play the long game depending on the match up and it has pretty favorable match ups across the board.

Final Destination: Ramp/Spirits. Highly Competitive

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While the deck has changed quite a lot since last expansion its still an update to an old favorite of mine. At its core its a ramp deck seeking to push out massive bodies ASAP. The decks primary combo is with Ghost Seraphim and Spirit of the Wild which is as incredibly potent of a combo as its always been, especially when you have other big fatties hanging around to get targeted by it. Nothing wrong with using Spirit of the wild without Ghost either, those giant board warping stat sticks really close out games quick. It has shifted a bit away from dedicated ramp and a little more towards midrange favoring a a few extra two drops to ensure the ability to globe contest for those turn two four drops.

But moving onto its latest additions, Malcious Wisp and Meltwater moose. 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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade. Meltwater moose is another powerful card, but similar to Wisp, its best used when you can remove the drawback effect on it via dispel. To facilitate that the deck packs bender and emp to dispel Wisp/moose while also dispelling your opponents field. Moose also happens to be a vespyr letting us fit Cryo to great effect, which is all the more important lately due to things like wisp.

Combine all that with a touch of healing, thunder/sister for aoe, and the constant threat of Faies BBs and its a fun well rounded deck prepared for most match ups. Unfortunatly its a bit aoe light for brome, and vet is really good at answering all its big minions despite their excess so it is not as well suited for the meta as it once was.

Faice: Competitive/Still testing.

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Aggro faie goes in and out of style, but its always releveant due to her BBs being such a great burn tool and an inevitable win condition by its self. And when you can agument it with the crypto/mentor package you can really machinegun people down, add cloudcaller to that package and it becomes even more terrifying as the ability to multiply waterballs is also nasty. Circulus provides great card advantage, and while the deck may appear light on spells, the bloodsurge package actually adds quite a lot.

The first version favors the Concealing shroud package as it lets you go face without fear, and it combos nicely with periecer and flameblood. Plus the ability to chain shrouds together via alcuin is extra obnoxious, and the meta is currently fairly dispel light. Alcuin can also just be used to copy burn spells, or as a utility pick.

The second version skips the shroud package in favor of the Fissure package and bear aspect as its nearly as good as hailstone with wisp, a neat aggro tool with small bodies, and is still removal in a pinch. For the unsuspecting opponent fissure can be devastating. And Faies ability to murder people from range fairly quickly means they are often forced to at least cross the middle at some point.

The first two decks are also close enough to each other to potentially play mind-games in a tournament with a side deck by effectively bringing two decks. There is only a nine card difference between them, perfect for a ten card sideboard.

The third variant is for those that just dont quite want to commit to Faice or Tempo and is a happy medium in-between.

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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade. And because turn two Wisps win games I have been trying to fit extra globe contestors into my decks.

The decks are just great at nuking your opponent down while keeping their hand healthy at the same time. The decks have the potential to be highly competitive but it is a bit meta dependent. If everyone is packing healing and wisp answers it looses a lot of power, or for the variants its all about whether they play around fissure or not, or have an answer to shroud chaining, but when they don’t the decks are a force to be reckoned with.

Cassyva Soulreaper (1)

WALLet Warrior Highly Competitive

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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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into 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 its not that late game oriented. Little wisp is curently in but it could be traded for a tech card like Azure Shaman if aggro becomes to 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 lategame emballa, leaving you with a nice well rounded deck.

Sir Kara: Midrange Scarzig, Competitive/Gimicky

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Sir Kara, the leader of the Feather Knights.

I set out to make Scarzig work as he is such a nifty little card, and if you do get him to transform he even gets to attack again thanks to celerity. The decks main trick is Boundless Courage plus either Scarzig for an easy transform, or Sleet dasher, a neat underplayed card, as a powerful field wipe. And karas BBs helps with his survive-ability a touch.

Add those nifty tricks to Karas Wall abuse, and transforming/bouncing of Hate wisp, and its a pretty nifty deck. While a bit gimmicky, it is pretty effective, as scarzig can draw removal or become very scary if underestimated.

Mill Vanar Competitive/Gimmicky

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Walls/Wisp abuse provides a solid base for a deck, toss in Mnemovore for the memes combined with either Gravity on the same turn, and or following up with Emballa can be pretty devastating. Mostly a gimmick, but pretty neat when it works.

Cassyva Soulreaper (2)

Midrange Control: Highly Competitive

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Yggdra gave Ilena the last little push she needed into being compeitive, she was already close to faie for slower control decks due to her stalling ability and synergy with Gauntlet, but it was just hard to compete with faies inevitable win condition of a BBS. But with the deck going more midrange rather then lategame Illena can really shine in just being a bully to your opponents units and adding the nice little touch of control to help your powerful midrange gameplan snowball your opponent to death.

It plays somewhat simmilar to my faie variant of the deck, but with more of an emphasis on control rather then slowburn into combo finishes, and with all the giant bodies the deck throws around killing your opponent is not to hard even without the chip damage of warbird.

Moving onto its latest additions, Malcious Wisp and Meltwater moose. 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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade. Meltwater moose is another powerful card, but similar to Wisp, its best used when you can remove the drawback effect on it via dispel. To facilitate that the deck packs bender and emp to dispel Wisp/moose while also dispelling your opponents field. Moose also happens to be a vespyr letting us fit Cryo to great effect, which is all the more important lately due to things like wisp.

The deck is packed with control tools, many of which double as combo parts with our units, it has thunder/sister for AOE, and stuns make thunder even easier to use, its got healing, between its medium curve and the cryo/moose package it does fine on card advantage leaving you with a neat well rounded deck fairly aggressive control deck.

Aggro Artifact: Competitive

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Aggro Ilena? I’snt that kind of a contradiction? Why not just run faie? Well those are all good points, but give it a shot you may be surprised. Usually control/aggro are polar opposites, but here they go hand in hand, if your opponents field is neutralized via stuns and the like its easy to go face.

Scythe and Yggdra really push Ilena up a notch and both are great for an aggressive deck. The flameblood/shroud/piercer is a classic aggro package and Ilena loves her artifacts so its a natural compliment. Combining scythe with either gauntlet or shroud and our various stuns, particularly permafrost, can really wreck your opponents field and usually even go face after you clear the field.

Between scythe and thunderhorn the deck does alright on aoe. Thunder is very much complimented by sister and stuns, remember both permafrost/corona can stun the enemy general making it near impossible to avoid thunders effect.

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 opponents 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 your lucky even play it again that turn! Wisp is best played defensively but not so far back it cant get into trade.

Between its aggressive gameplan, and just the touch of extra card advantage from its cycles, it tends to do ok on card advantage. Its quite competitive but it can run out of steam vs decks that have good healing as it lacks the inevitability of warbird or any true finisher, but it can hold its own vs most decks, and thus only gains a competitive rating.

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Coming soon Part 5 Death’s Advocate Trials of Mythron Decks Vetruvian and Lyonar


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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