DeathsAdvocate’s Trials of Mythron Decks Part 3 Magmar

 

Death's AdovateThe 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 3 Magmar

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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Sexy Lizard Midrange/Finality, Highly Competitive

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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. Its quite the bully of a deck with many favorable matchups allthough 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 metalurgist 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 dont 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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The classic starhorn package with a new powerful toy, Haruspex. It has the standard Deci/Spikes package, it also packs Vindicator which can be equaly deadly with spikes allthough you tend not to use spikes for vindicator unless he is about to trade. Haruspex is a nasty flash target and has extra synergy vindi/deci. Deck has a healthy amount of removal, enough healing, tons of aoe, and the standard midrange package.

It’s a powerful and classic deck that can compete with just about anything.

Mechotic MecHorn: Highly Competitive

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This deck has one main goal and that is to kill someone from really high health via playing omega, and then the next turn following up with Mitocic/Eggmorph for a crazy burst rush version of omega regaurdless of if the first survived.

Aside from its omega plan it has the normal build mechazor plan, which supplements the deck with amazing draw power thanks to Seismoid. The deck has room to include all of magmars favorite control spells letting you be prepared for any match up. Earth sphere vs aggro/burn, plasma vs swarm, rebuke vs certain swarms or big bodies, plus rebuke has some nasty combos with mechazor and or sword.

The deck mostly plays defensively just focusing on keeping the field clear and staying alive just buying time to work towards your game ending combo, which is similar in principal to the worldcore variant of the deck, but much faster.

The deck is very consistent thanks to its amazing digging power and stall tools, and has an answer for everything plus multi angle win conditions. Decks that deal with normal mechazor tend to be slow and very vulnerable to the instant kill combo, and vice versa. The only thing it really struggles against is aggressive midrange lists that pack minions that are not vulnerable to plasma and rebuke, or when it bricks and just cant get what it needs. Its a tough deck to play as you really need to know your matchups and its easy to screw up, but the deck has a ton of raw power.

While very powerful the prevelence of aggressive vetruvian in the meta really gives it a hard time, between that and bricking its just short of an S rank rating.

The Dentist: Fang/Rage: Highly Competitive

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A name I use every expansion, every-time the deck tends to look quite different, but the core of the deck remains the same: Twin Fang and lots of Pain.

The decks primary trick involves developing a decent field and then using krater, quillbeasts, rebuke, and or self damaging ramp to get massive value out of bloodrage on an already active minion, or a surprise massive fang, although fang can be used defensively in a pinch.

Quillbeasts effect procs on cast, if you have quill on the field and you cast Blood Rage on a minion with one health, quill will deal damage, and then bloodrage will apply its buff and that one health minion will survive thanks to the buff.

The deck packs great aoe with krater, quill, rebuke, and makantor. We also have Magmars powerful midrange/golem package featuring three ways to get a turn two lavalasher with ragebinder giving the deck a touch of healing. And card advantage is coverd through starhorn, a medium curve, and replicant. Replicant is also a super nifty six mana combo to follow up a kujata and then toss on a fang.

Its a very effective, although fairly tough to play, deck that involves a lot of math and careful planning.

Focused Hatefurnace: Highly Competitive.

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Hatefurnace took a pretty brutal nerf, but at least the vindicator/minos interaction is still around, giving you the ability to progress the trial via your BBs while being decent buffable bodies.

The deck packs fifteen different ways to progress the trial, eighteen if you count cryptographer, allowing hatefurnace to be quite consistent. And thanks to a good chunk of those buffs being just build into minions you dont really struggle with the usual problem of to many or to little buffs in hand.

Between self Kujata, Krater, and equilibrium, both of which double as aoe, the deck has many ways to make amplification effective often on an already active minion. Add those to rebuke, which can also clear big bodies like EMP, and lategame furnace plays and you are pretty set on AOE.

Mix the buff package with the midrange golem package, the raw power of hauruspex who has extra synergy with vindicator, and the nice endgame of hatefurnace and you have a very effective deck that sacrifices very little to make its self efficient.

WorldStar Competitive/Gimmicky

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This deck has one goal in mind and that is to assemble flash, Worldcore, Mitotic, and Eggmorph in hand at the same time. Then the idea is to play worldcore on seven, or sooner if possible thanks to kujata/metalurgist but not before having the rest of the parts, and then on the following turn play Mitotic Induction and Eggmorph to make a 25/25 with rush, regardless if they managed to remove the previous one.

The rest of the deck is packed with control and healing to stall until you can assemble your combo. Typically you do not want to play worldcore until you have Mitotic/Morph, but you can in a pinch, it does certainly require an immediate answer. The deck skips all other normal flash targets like Makantor since you really want to only be using it on worldcore, and it doesn’t bother trying to push face damage in any way since worldcore kills from full.

Its a decent deck propped up by the midrange magmar/control shell, but finding a four card combo or surviving till nine mana is no easy feat, but when it works it works, and when it doesn’t it can still hold its own.

Mech Hate: Competitive/Gimmicky

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While Mechazor is certainly a likely possibility with the deck it is almost an afterthought. Its primary goal is hatefurnace followed by a super buffed Project Omega to OTK. The mech package provides extra draw, rush for frenzy, bellows stun combos well with frenzy and airdrop, frenzy combos well with rebuke, and a lot of cheap buffable bodies that tie the deck together. It opts out of amplification due to mechs low health.

Between starhorn, seismoid, and replicant your covered on card advantage and can dig into the buffs you need to complete hate furnace trial reliably, and or to get out mechazors. Unfortunately the deck can still just brick if it draws to many or not enough buffs and or they can answer mechazor, but its pretty scary most of the time.

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Prog Rag: Highly Competitive

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Lots of bodies to use with prog, lots of eggs to abuse with charm, and supported by the midrange magmar package plus ragnora hatch combos. Does ok on curving out with a touch of extra card advantage from the crypto/mentor package. Extinction event as a two of as a counter to dispelled eggs and an ok nine mana combo with BBs.

Very effective deck, but its vulnrable to AOE and or not being able to find/having Charm destroyed.

Midrange EMP, Highly Competitive

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Standard midrange magmar package with plasmastorm and ramped emps shoehorned in due to brome/sajj quest decks. Combined with ragnora usual hatch fortitude combos. Great healing, great removal. Just a well rounded deck, and the new toy Zoetic Charm makes eggs really hard to kill.

Buff Eggs: Midrange/buffs, Highly Competitive

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Once upon a time this deck had the topping to make hatefurnace great, but after his nerf it just felt better to skip him and the extra buffs in favor of good old makantor.

However the core of the deck is as strong as ever, featuring the normal midrange magmar package complete with a host of buffs that are particularly deadly on Ripper eggs mixed with Charm abuse.

Aside from the decks usual hatch/buff ripper combos with morph/fortitude for 10 damage out of hand, the deck is now sporting a lot of ways to make eggs as well as the new incredibly powerful Zoetic Charm making removing eggs a massive pain letting you quickly overwhelm people with rippers and friends. Every single buff is deadly when put onto a ripper, plus the reach they have makes them great at getting into hard to reach places for frenzy or mass stuns. Speaking of bellow there are all kinda of neat tricks you can do with it like just tossing it on an egg to stun an enemy unit and use it as a body block to protect the egg, or that same tactic works when a ripper trades into one unit while others are hanging around it. The deck can pull off some truely impressive bursts, often out of hand thanks to eggmorph, and often its insane bursts just cant be stopped due to how sticky and numerous your eggs are.

 

Finality Combo, Highly Competitive.

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Loosing lava lance and thumping wave really hurt the deck, but plasma storm is a decent stand in for lance due to the current meta, and bellow can be used as part of your hatch combo for 16 damage in place of thumping, and sometimes you can use bellow on a newly placed egg to stun enemy minions to use them as a body blocks to protect your eggs. Abjucator reduces your hatch combos and or finality, and Charm really makes eggs scary.

I Hate Green Eggs and Ham: Hatefurnace/Eggs, Compeitive.

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Check out the dedicated stream for it here:

Part 1:
https://www.youtube.com/watch?v=vq1E5Wzi_ZU 21
Part 2:
https://www.youtube.com/watch?v=M7bA9MzfQ5U 7

While tough to pilot this monster of a deck is still sitting above a 85% winrate and racing to S in just 48 games from bottom diamond, and top ten shortly after, and done in the first week were most of my opponents were other top players. Rippers truly excel with buffs, buffs are needed for hatefurnace, it just made sense.

Aside from the decks usual hatch/buff ripper combos, the deck is now sporting a lot of ways to make eggs as well as the new incredibly powerful Zoetic Charm making removing eggs a massive pain letting you quickly overwhelm people with rippers and friends. Every single buff is deadly when put onto a ripper, plus the reach they have makes them great at getting into hard to reach places for frenzy or mass stuns. Speaking of bellow there are all kinda of neat tricks you can do with it like just tossing it on an egg to stun an enemy unit and use it as a body block to protect the egg, or that same tactic works when a ripper trades into one unit while others are hanging around it. The deck can pull off some truely impressive bursts, often out of hand thanks to eggmorph, and often its insane bursts just cant be stopped due to how sticky and numerous your eggs are. Primal is ranged dispel in a pinch that still progresses your trial, and is also quite good with Raptyr. Also post hatefurnace the rush/frenzy cant be dispelled so its still a great buff even after the fact.

So aside from being able to nuke people down with buffed up units, it has hatefurance as a powerful fall back, alternate finisher, and source of aoe. It’s an aggressive deck that attacks from many angles. Its got aoe with diretide and rebuke which also gives a safety net vs big bodies like EMP and Wanderer, a touch of healing, both aggro and late game potential. While card advantage is a little low, often games are ending long before that is an issue, and mentor goes a long way there, and even when you do hit top deck mode, that’s usually fine due to your quest almost always being finished by then.

Coming soon Part 4 Death’s Advocate Trials of Mythron Decks Vanar

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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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