Table of Contents
Hello friends, and welcome to yet another month of Patch 1.96, unsurprisingly as we enter the fifth month on the same patch not too much has changed from last month, but I think it’s still good to get out our barometer’s for the meta and refresh any lists to make sure they’re up to date with what you’re likely to see on ladder. Luckily we have some great players still knocking about to paint a picture of the meta that’s hopefully free from too much heavy bias.
To do this we ask our voters to order from best to worst every deck that you’re likely to run into in tournament or ladder play. This produces a neat guess of the deck’s overall power level by averaging each placement and seeing what the average ranking is. Of course these are just opinions, but by averaging it out we’re hopefully take advantage of the wisdom of crowds to get a more accurate placement of every deck. You will get an idea of what the meta looks like right now, you can see which decks are controversial, you get the opinion of a lot of S-rank players compiled into one location, and you can see which decks there is a general consensus about.
Also to note, a power ranking is not a tier list. It is going to show you what a lot of different people think all at once. On a tier list a player decides what they think the best decks are and all of the “tiers” are based on how decks play against the common match-ups. Something might be considered tier 2 because it has a good match-up against the current number one deck. That will sort of come out by how a deck goes up in ranking, but it is not a direct consideration on a power ranking like it is for a tier list.
Constructive arguments have occurred between some upper end players and we encourage you to politely engage in conversation and debate with us. We know you are going to disagree with some of the rankings and points we make because internally we have already disagreed with each other by ranking decks differently. So please enjoy the rankings for what they are: a great opportunity to examine the meta and the diverse opinions that can come out of Duelyst’s ladder.
This Month’s Crew:
Voting: RHacker93, Niklaren, Ree69, Ryvirath Starkly, Leglock, DeathsAdvocate
Writing: Loliconartist, Niklaren, RHacker93, Starkly, Ree69, DeathsAdvocate, Galeru, AlphaCentury, IceyFire95
Decklists: Meltdown League, August Top 50 & Internally
Dying Wish Maehv #20
Average Rating: 19
Highest Rating: 8
Lowest Rating: 28
Dying Wish Maehv is one of the few midrange decks that can contend with Wanderer to some degree right now. The power of their highrolls far out-values Wanderer, and their ability to make huge bodies like 4/8’s with little mana investment is extremely powerful earlier on in the game.
With six cost-reduction cards in Lurking Fear and Carrion Collector, starting turns can result in huge leads. Depending on the deck, they may also include Darkfire Sacrifices and big minions like Vorpal Reaver, which can lead from a powerful turn 1 into an even more ridiculous turn 2. The Azure Horn Shaman and Cryptographer combo is a match made in heaven, creating giant bodies for 1 or 2 cards and low mana costs.
Dying Wish has bad match-ups against any aggro deck or combo deck like mantra, due to its wanton use of HP and need to have at least some control over board early. However, Dying Wish’s biggest downside is a reliance on draw luck to sequence ramp for t1/t2 (or Cryptographers and Azure Horn Shamans), then to draw big bodies like Vorpal Reaver to drop after ramping up, followed by a need to get card draw, Dying Wish is very prone to bricking and bad hands. With good draws it can be stronger than any current tier 1 deck, but more often than not you don’t draw what you need or want.
Aggro Cassy #19
Average Rating: 18.5
Highest Rating: 11
Lowest Rating: 20
Over the months Aggro Cass has slipped down the rankings. As an aggro deck that beats aggro decks Zir’an basically does the job better with the caveat that Cassyva gets to run efficient hard removal to answer large minions (Like 7/7s). In addition, player opinion is swaying slightly on how good aggro actually is against Wanderer, as players learn to play a little more carefully or include an extra healing card.
Nonetheless, it’s still a good deck with a number of tech options that you can choose to bring; Desolators, Betrayals, Revenants, or even Creep/Obliterate are things you can choose to serve as finishers after your aggro beatdown has gotten the enemy low and on the back foot. As I said earlier it has some of the best 2-mana removal, which allows the deck to not miss a step as it keeps pressuring the opponent’s health. Her BBS is also notably good against eggs, placing a creep under the rebirth minion, that kills the egg for free afterwards (though notably not when the egg has +1/+1 or forcefield), as well being a decent way to replace sand tiles. As an aggro deck it’s got stiff competition, but it has some really clear strengths that make it a great choice in the right situation.
Wanderer Kara #18
Average Rating: 18
Highest Rating: 12
Lowest Rating: 25
While fairly far from the most popular Wanderer decks in terms of popularity there are still some benefits to playing Wanderer Kara. Firstly, Vanar has access to a variety of ramp opportunities which means that they will more consistently be able to power it out early. In addition to this both Wanderer’s buff and Kara’s BBS are able to synergize with walls and can make cards like Gravity Well, Luminous Charge, Grandmaster Embla and Ice Age into powerful threats. Along those lines Wanderer Kara is also able to play the largest Jax Truesights of any Wanderer deck which can be very difficult for opponents to deal with. That being said Wanderer Kara does suffer from a lack of high-quality faction minions which does weaken it a bit when compared to Wanderer in other factions.
Ebon Ox #17
Average Rating: 17.5
Highest Rating: 8
Lowest Rating: 26
Titan, err I mean Ox Songhai is a deck that I think surprised a lot of players when it yielded some impressive finishes on ladder these past few months. The deck operates very similarly to Lyonar’s Alabaster Titan list while also having the ability to run spells. In previous iterations of the power rankings the general way to play the deck omitted spells. Since then, as was predicted, we’ve seen some high rank players take the deck and really make it their own. With that being said, Juxtaposition and Mist Dragon Seal have been added to a variety of these decks – notably two of Songhai’s strongest spells for decks that run minions. I personally believe that 100% knowing you’re going to draw into a minion with every replace is the correct way to speed up the trial, but there is no arguing the power level of the two cards mentioned above especially when you have minions that can capitalize on smart positioning. Some players are even running Kaleos as their general for added synergies with cards such as Bakezori and Flamewreath. Starting with 6 cards in hand also helps Kaleos play low cost movement spells while dealing with an inherent weakness that he has always had – Card Advantage. Due to how form fitting this deck can feel, I’m not sure if we’ll ever get a completely optimal version. But having an unpredictable and strong deck on ladder is always a good thing to keep people on their toes.
Midrange Kaleos #16
Average Rating: 16.5
Highest Rating: 7
Lowest Rating: 29
Once lauded as the deck which could beat anything if properly piloted, Midrange Kaleos has been struck with a fall from grace. The cancellation of rotations alongside a few crucial nerfs to EMP, Thunderhorn, and Grandmaster Zendo have done much damage to the deck’s game plan. Weaker Zendos and Thunderhorns are particularly crippling, as the deck can no longer reliably play around both Plasma Storm and Homeostatic Rebuke, to say nothing of how the majority of the deck’s minions are unable to stomach a fully-powered hit from the reintroduced Lava Lance. Couple such weaknesses with the rise of an increasingly snowbally meta weakening the relevance of damage-based board control from the likes of Flamewreath, and the original Songhai general has quite an unforgiving path ahead of him.
Alas! Take heart, blink aficionados; not all is bad for the man in red. Blink remains a fantastic ability in the hands of an adept, enabling Kaleos to control trades in a way other generals can only dream of. Furthermore, the return of Shim’zar cards have added old friends like Battle Panddo, Onyx Jaguar, and Ki Beholder to the lineup. Finally, a freshly-buffed Inquisitor Kron alongside a more relevant Hamon finally give Midrange Songhai the spammable five drops it has traditionally lacked. I look forward to seeing how Kaleos evolves in this new age, and anticipate his ratings to only increase as the player base learns how to wrangle the meta’s most popular threats. In the meantime, embrace your inner hipster and take the old Xaanese out for a spin. Your brain will burn as you run it along the knife’s edge of positional precision such decks require, but should you emerge successful, a unique understanding of the game’s fundamentals – satisfying as it is powerful— will be yours for the taking.
Winters Wake #15
Lowest Rating: 22
This deck can have some of the least close games I’ve ever seen with brutal mana discrepancies from Malicous Wisp and other ramp cards leading into an early kill from full HP by chaining Ice Age into Winter’s Wake. When at its best the deck can leave an opponent scratching their head as to what they were even supposed to do that game. But it can also have all of that answered and be left with nothing to its name, trying to stick any number of walls while getting beat down as it runs out of cards and HP. The deck is somewhat at the mercy of good draws and good match-ups, but I feel may be a little underrated by the community as Vanar proves it still has a few tricks left up its sleeve.
Build Magmar #14
Lowest Rating: 26
It began as a whisper.
The softest breeze fluttered week after week over the decimated remains of entire Team Wars Squads, mutterings of a deck filled with terrors unlike any shared with its more popular brethren. Enter Buildmar, the brainchild of the original Meltdown Town — the terror of Team Wars given new life on the ladder as Vaath wanes in popularity.
0/10 buildings are difficult to remove by themselves, but their synergy with the likes of Magmar ramp and Progenitor borders on the absurd. No other deck can put as much stats on the board during the opening two turns as Buildmar, overwhelming anything short of Plasma Storm (indeed, sometimes even outracing it). Curving Gigaloth into Time Keeper is absolutely devastating; capable of ending matches as early as 5 mana with proper play. Longer game? No problem. Reliquarian or Bounded Lifeforce provide more than enough oomph to close out games so long as you have any semblance of a board.
Alas, the deck is not without weaknesses. All tyrants fall, and this deck is no exception. Player one openers sans cheese can be quite difficult, and puts excessive reliance on Lava Lance to recover. Poor matchups against fellow Magmar archetypes are further detriments. Limited pings allow rippers to shred structures with impunity, while all variants of Vaath run multiple copies of Natural Selection and Plasma Storm– kryptonite for 0/10s.
That said, be not dissuaded, prospective architect. This deck will more than pull its weight on ladder, crushing most Lyonar, Vetruvian, and Songhai players. Such positive matchups, particularly Fault Vetruvian and increasingly popular Tempo Ziran, are reason enough to consider Buildmar as a solid meta choice.
Average Rating: 14.5
Highest Rating: 6
Lowest Rating: 20
Strategos was a monster in the first month or so of the expansion, but fell to unpopularity after the nerf to its trial requirement. Strategos was not really nerfed as bad as it seems to people and continues to be a very strong sleeper deck. Being a swarm deck, Strategos has a special place in the meta. Whenever swarm decks fall out of popularity they become stronger, due to people neglecting to put AoE in their deck. Strategos is therefore much stronger due to this fact. With the change to being able to play 1-attack buffed minions like Silverguard Knight, Strategos decks also have better quality choices for their minions.
With the changes to how the deck can rush trial some people have found more success branching out into slower payoffs, for example running Titan as a double threat, so be prepared to watch if this deck changes in the future.
Tempo Argeon #12
Average Rating: 14
Highest Rating: 7
Lowest Rating: 24
Tempo Argeon is a fairly classic archetype. It revolves around cheap well-statted aggressive minions that benefit greatly from Argeon’s BBS. While it’s been some time since the deck was top tier it still remains a consistent threat that’s always just a touch behind the top decks but has a stable shell and can perform well in just about any meta.
The deck can look pretty drastically different between who is piloting it and there are quite a few ways to build it as it only has a small handful of core cards and a lot of open tech slots allowing it to adapt to the shifting metas or personal preferences. In today’s meta it has options like Paragon and Aperion’s Claim in order to counter Wanderer and Fault which can slow the deck, but are often worth the inclusion. With its ability to overwhelm people in the early game with strong tempo tools and sustain into the late game with powerful draw and healing thanks to things like Trinity Oath, while also sporting excellent AoE and tech for any occasion it remains a stable threat in the meta.
The deck is fairly easy to pick up but it has a rather high skill ceiling as well due to having many positional elements. While it may not quite have the raw strength of the top decks in the meta, in the hands of a skilled player that knows what he needs to beat each match up and with good positioning it can pose a threat to just about anything the game can throw at it.
Wanderer Lilithe #11
Average Rating: 13.5
Highest Rating: 9
Lowest Rating: 17
It’s pretty safe to say that any Wanderer deck with the neutral core, supplemented with all the best in-faction cards that support the Wanderer plan makes a pretty good deck even for the factions and generals that aren’t optimal. What Abyssian provides is a number of good cheap and effective removal spells that can help you come ahead on board early or have more options to answer large threats later, some really fantastic lategame bombs, access to some pretty nice healing options, some swarm cards that can benefit from the Wanderer buff if you want to go that route and also the Darkfire Sacrifice Highroll. Lilithe isn’t quite as good as the top two Wanderer generals, but she’s certainly capable and I feel like she has some very even matchups across the board that will reward a good player for knowing how to navigate them (or a lucky one for drawing well).
Wanderer Brome #10
Average Rating: 11
Highest Rating: 7
Lowest Rating: 15
The best deck that nobody’s playing. This deck seems excessively unpopular for some reason, but I feel that Brome is the best Wanderer deck for a defensive playstyle, with FAT chain provokes and plenty of options for healing. A strong early/midgame with good faction minions and some nice comeback cards such as Aperion’s, Immo & Oath and some nice surprise wins off of Liturgy or Bond. Wanderer in Lyonar has quality early minions to rival even Magmar, but can lack a little in high quality answers for other large threats or backline, and doesn’t have too much value generation that would let it scale in an endgame scenario.
Wanderer Zirix #9
Average Rating: 11
Highest Rating: 1
Lowest Rating: 19
While still not nearly as popular as many of the other Wanderer archetypes Wanderer Zirix is able to hold its own. One of the most important things that Wanderer Zirix brings is that they have access to a large number of 3 health minions which is a powerful tool in a meta looking to kill minions with 1 or 2 health due to the prominence on Ragnora, Reva and Fault. In addition to this Wanderer Zirix is able to bring some of the most powerful midrange tools that Wanderer decks have access to. Cards like Nimbus and Fifth Canopic are able to easily contest the midgame as huge bodies that will often allow you to play a Wanderer onto an already established board as well as Blood of Air and Sandswirl Reader which can help to regain tempo lost from playing Wanderer. In addition to this Wanderer Zirix also has one of the most powerful end game as Fault is even more difficult to outvalue due to the buff and Swarmking Scarab will often end the game in a turn if not dealt with the turn it is played. The deck does suffer some from Vetruvian’s lack of healing and while it has a stronger midrange/control matchup than other decks it does suffer a little more against more aggressive strategies than some other Wanderer builds.
Average Rating: 9
Highest Rating: 6
Lowest Rating: 17
Alabaster Titan – one of the (if not THE) strongest cards in the game that nobody is complaining about. Since its release it has been a powerful presence in the metagame and in my opinion, it will continue to do so forever… For multiple reasons. Reasons I consider key, are the following:
Sheer amount of value it creates – total mana cost of artifacts you get is 3 + 4 + 5 = 12 and you get a 5/7, which I look at as about 5-mana power body, which totals 17 (!) mana power of stuff out of one card!
The value it creates is spread out – a very powerful mechanism in the game, similar to what we see with some other successful cards like Furor Chakram or Zoetic Charm. Your opponent will most likely have to chose between removing your Arclyte-Regalia-ed set of artifacts or removing your forcefielded board – either of which will likely take a lot of thier resources. Playing Titan on an empty board is already a solid play (people that had to deal with that can testify), but with an established board, or at least a resemblance of a board, will increase your board’s power in multiples and devastate your opponent (a leftover Sunrise Cleric effectively converts into a 4 mana Sunsteel Defender, Healing Mystic into pre-nerf Sunsteel Defender, a 0/2 panda token into a better Sapphire Seer etc).
Flexibility for deckbuilding – to create a good Titan deck all you need to do is: put in 3 Titans… then put in 36 good minions… and there you go! Card pool of Duelyst today provides enough tools to adjust to any meta. You have a wide array of tempo tools (Bloodtears, Sentinels, Le Tigresses…), removal tools (Repulsors, Paragons…), floodgates (Night Watchers, Magesworns…) etc. Possibility to fit specific tech cards makes this deck especially interesting for sideboard-format tournaments, which is one of the reasons for the deck’s good results in the Meltdown League. By adjusting correctly, we have seen people having great results by running Titan in archetypes such as Strategos and Healyonar.
And remember to play around betrayal.
Average Rating: 8.5
Highest Rating: 4
Lowest Rating: 17
Burn Starhorn is a deck which has always been strong in metas where slower decks with less healing are dominant. Wanderer and Fault fit this description quite nicely, and so once again Starhorn is ready to rise into the limelight. The deck looks to win board control early and then push damage, finishing the game with its classic Decimus + Tectonic Spikes combo once its opponent is low. Magmar’s power level is indisputably high, with the strongest on-curve minions such as Ragebinder, Haruspex, and Visionar, tempo removal minions such as Lavaslasher and Makantor, a removal suite to make any faction jealous with Natural Selection, Homeostatic Rebuke, and Plasma Storm, and finally some of the most broken utility spells such as Flash Reincarnation and Greater Fortitude.
Starhorn’s great role in the current meta makes Decimus-Spikes the perfect deck to abuse these strong options. Alongside the change in meta, Starhorn also got some powerful new tools this patch which give him other options on how to play the game. Visionar is simply a humongous body for its cost, and lets Starhorn play a slower, midrange build where it pumps out huge threat after huge threat. Flaming Stampede can also be a cute addition to this slightly slower deck, helping to close out games with 8 damage to the enemy general. It should come as no surprise that Burn Starhorn is a strong deck this meta. Magmar is clearly being pushed, and the slower midrange nature of the meta makes it naturally weak to aggro/chip damage followed by a high damage combo finisher. In the hands of a competent player, Starhorn should be able to tear up the ladder.
Aggro Reva #6
Average Rating: 7.5
Highest Rating: 4
Lowest Rating: 11
Access to cheap teleport spells give Aggro Reva one of the best tempo games of any deck. Running a multitude of draw minions lets her use them with impunity without running out of gas. However, the deck’s late game cannot compete with that of the current popular decks. Instead, Reva looks to use her unparalled damage output to burst down the opponent over 1-2 turns.
No longer the dominant force it once was, Aggro Reva still packs a punch. With good piloting, this deck boasts winning matchups against many relevant decks, and offers good chances versus the entire meta. However, it is up to the pilot to choose the correct line, create their own chances and earn their wins. Because it is more difficult to play, Aggro Reva has fallen out of favour compared to easier to play decks which offer the same power.
Wanderer Reva #5
Average Rating: 4.5
Highest Rating: 3
Lowest Rating: 8
Both Reva and Ragnora have excellent Wanderer decks that are very close in power. Both have exceptionally powerful BBS’s that really do make incredible use of the Wanderer buff, pushing such high value minions out of ping range makes them much harder to answer and I feel it’s a key part of what pushes these two out in front all the rest.
Songhai has some excellent tempo tools and combat tricks to take control of the early game and protect or threaten the mana globes that Wanderer loves to use. I think Rippers are arguably a better BBS, but Heartseekers actually seem to me to be a more consistent threat for value generation. I also believe Reva to be better at dealing with artifacts, whilst Ragnora has access to superior healing to deal with aggro decks. In my opinion Ragnora Wanderer is the more explosive deck with bigger comeback cards, swing turns and burst damage, while Reva’s power is doled out a little more consistently across a game and so can be a little more attritional, she’s also very slightly favoured against Ragnora Wanderer in the head to head.
Both are excellent decks and while I don’t believe you’d be wrong to say that Ragnora is the better deck I think that personal preference probably plays just as big a role for how a top player will perform with either of these decks. But Ragnora has the advantage of being slightly easier in addition to sometimes winning the game on 4 mana with Flash Wanderer, which tips the scales in it’s favour.
I think a lot of people are quite fatigued at the popularity and ubiquity of Wanderer, but in my personal opinion it’s pretty fun to play as and against, and I think it’s far from the most egregious deck that’s ever ruled a meta.
Egg Ragnora #4
Average Rating: 4.5
Highest Rating: 2
Lowest Rating: 10
I originally got this deck during the first half of team wars 5 from a video that Alphacentury had made in tandem with Zabiool when Zab had hit S1 with the deck. Since that point I’ve been playing and learning the deck on and off to the point where I would confidently say I am one of the better pilots out there. I love this deck. It has the ability to go slow with Rippers, go fast and play for the board, or you can finish out the game with a 10-damage combo when needed. For Wanderer and Titan you have the greedy sideboard to capitalize on their inconsistent/lack of removal in a tournament setting.
Dampening Wave does work against big threats, namely Wanderer, and allows you to keep your Ripper on board to threaten combo and give you a lot of extra reach. All in all this deck is a very powerful and versatile force to be reckoned with that in the right hands can hold insane winrates due to its ability to adapt to almost any matchup and it has favored matchups against the top decks of the meta.
Tempo Zir’an #3
Average Rating: 4
Highest Rating: 2
Lowest Rating: 5
Zir’an has managed to maintain her position near the top for the last few months. The more aggressive variants by and large still seem to be the best configuration for the deck, having the reach to close out the game quickly from afar before some of the powerful value generation engines start getting out of control, and the healing to dominate the aggro matchups.
The strong healing trigger synergies allow Zir’an to double dip defensive healing with offensive capabilities, powering through adversity. Her abberant playstyle of wanting to take a little damage here and there means that it can be tough for some decks to know the right decision to make against her. If you stay to close she can punish you with burst damage and AoE clears, and if you back off then vitriol can get to work. And since Oath, and to a less extent Spelljammer are some of the best draw options in the game it’s difficult to outscale or run them out of resources.
If you lose by having your HP hit 0, and win by having their HP hit 0, then Zir’an might just be the perfect fit for the equation of winning and not losing.
Cataclysmic Fault #2
Average Rating: 3.5
Highest Rating: 1
Lowest Rating: 5
Fault has definitely proved to be one of the best decks in the game if not the best. Its combination of Fault’s overwhelming late game power mixed with Vetruvian’s premium tempo-positive removal package of Blood of Air and Sandswirl Reader along with the fact that it has room to tech for just about any occasion has constantly proved itself to be a massive bully in the meta.
While Fault has existed for some time now with or without Rae and has been played to varying degrees of success with several variants of the deck like the Reassemble Obleysk version, the go-to Golem variant, or more of a control shell, it was not until Khanuum-Ka’s release that the deck tipped the scales. Kha-Ka mixed with Fault has proven to be a massive threat allowing it to delete fields and or generals that sport three or more attack. Ka is the only really unhealthy part of the deck and likely needs a change, but is not the root of its power.
The combination of its removal, draw power, six-mana Faults and or Ka, and its room for tech has lead it to completely edgeout a lot of decks from the meta, including many of its natural counters like Vaath. Vet’s removal package pushes out greedy ramp/high value minion-based decks, Fault edges out a lot of late game decks, and Kha pushes out artifacts, Vaath, and things like Lancer. It is one of the most meta-warping decks we have ever seen.
That being said the deck is not without its weaknesses, and generally plays a reasonably fair, slow, board based game vulnerable to AoE as long as you are not one of the many match-ups its a counter to. It lacks the raw power or the high roll potential of Rag and/or Wanderer lists. Fault can be shutdown by common tech like Lightbender and things like Aperion’s Claim. Vet’s lack of efficient in-faction healing or AoE means aggro, burn, or swarmy decks can give it a run for its money.
The deck is very powerful, consistent, stable and requires decks to be designed to beat it to do well, which compounds the issues of the current meta due to most decks that are good versus Fault are not good versus Wanderer and vice versa. In my opinion it is the best ladder deck in the game due to being so reliable and edging out so many archetypes without having to rely on high rolls to do well. But consistency and the match-up game is not everything as it’s a common debate as to whether it is actually better then the other small handful of decks at the top.
Between the fact that Fault does have clear ways to tech against it and it’s hard to compete with Ragnora’s raw power, and or Wanderer’s high-roll capability what is actually the best is a tough call. But the deck is definitely at the top and is shaping the meta.
Wanderer Ragnora #1
Average Rating: 1.5
Highest Rating: 1
Lowest Rating: 2
I personally believe this is the strongest deck that you can be playing at the moment. Like most Wanderer decks it is a versatile, fair deck that, if played correctly, can be favored in almost any match-up. Despite the fact that you are limited to playing only one of each card Wanderer is easily able to make up for this by allowing your cards to overpower your opponents. Although I feel that Wanderer Ragnora and Wanderer Reva are close in power, and will even concede that Reva is probably advantaged in a head-to-head match, I feel that Ragnora slightly edges out as the better deck overall because it is better able to deal with the many combo decks floating around right now through superior healing and burst damage potential.
In my mind Wanderer Ragnora is a deck that has very few fundamental weaknesses. Wanderer decks can be customized and modified to fit a large variety of situations and given that you’re only playing single copies of each card it’s difficult to say what really counters them. Linear strategies that require specific answers are often a good place to start but veteran Wanderer players will know how to turn on the aggression as those sorts of linear decks oftentimes have trouble fitting in enough removal to deal with the raw amount of stats Wanderer can commit to the board.
As my final note I’d like to end by saying that although I think Wanderer is the strongest archetype it is not the deck that will give you the most free wins. However if you are willing to put the time and effort into learning the deck and learning how to play against a wide variety of archetypes Wanderer is a deck that will have a strong chance coming up against almost anything.