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The_Wine_Gnat
09-24-2013, 10:18 AM
For the interest of the community, players can post the decks lists they are working on here. The purpose of this topic is education and feedback. Show off your decks, get feedback, give feedback, learn about combos you might never have thought of. Tweek to your delight. Feel free to add any other info, explanations, questions, etc after the core decklist.

Guidelines for Posting

1.) Use the format listed below.
2.) Include the Hex deck building site link you used.
3.) Include a date next to each deck name so the community can tell if it's been updated.



EXAMPLE

GenCon Mono Ruby (http://hex.potion-of-wit.com/deck.php?s=29,46,62,82,95,139,197,222,262,296,297&qt=4,4,3,4,25,3,4,3,3,3,4)<-- deckname - 8.2.13

Champion
Poca, The Conflagrater (Blaze Elemental)

Troops
4 Arena Brawler
3 Bombsmith
3 Emberspire Witch
4 Ruby Pyromancer
4 Savage Raider
3 Unmerciful Tormentor
4 Veteran Gladiator

Actions
3 Burn
3 Inferno
4 Ragefire

Resources
25 Ruby Shard



Potential explanation of why you chose those cards, your strategy/thoughts, or questions to the community listed here. Completely optional.

The_Wine_Gnat
09-24-2013, 10:18 AM
Charged Wild Amp - 9.24.13 (http://hex.potion-of-wit.com/deck.php?s=18,66,70,71,83,88,93,131,181,231,233,30 7&qt=3,4,3,4,3,4,25,4,2,2,4,2) v1.0

Champion
Polinius (http://www.hex-datamine.com/cards/Polinius/258) - Elf Ranger

Troops
2 Ambershire Instigator
2 Battle Beetle
3 Boulder Brute
4 Charge Bot
2 Jadim
4 Sensei of the Milky Eye
4 Wild Root Dancer

Actions
4 Wild Growth
4 Chlorophyllia

Artifacts
3 Chaos Key
3 Shrine of Prosperity

Resources
25 Wild Shard

Rough draft of this deck. What I'm looking to achieve is basically a rush deck that charges Polinius (http://www.hex-datamine.com/cards/Polinius/258) to 8 charges in the shortest amount of time in order to play a Mammoth Squirrel Titan (MST). I'm sure this deck can be better streamlined, but this is the first draft of it. I'm focusing on dropping a MST as soon as possible as I can control when I can put it into play. To help do this, here are my thoughts about the current deck.

Chlorophyllia adds two charges when played and also amps the deck up to play bigger guys. Charge bots are basically throw away blockers that give me an extra charge, speeding up the MST. Shrine of Prosperity lets me get two charges for a resource if it's the top card on my deck (25 of 60 cards).
Sensei of the Milky Eye let's me draw quicker while getting some cheap blockers. The big guys in the deck - Jadiim, Battle Beetle, Ambershire Inst. - are to help end the game. Only two of each in case the opponent uses Countermagic on me. Wild Growth is mainly to keep little guys alive buying me some time.

Thoughts on how to improve this to get a MST out faster?

Sapphire Air (http://hex.potion-of-wit.com/deck.php?s=33,70,76,91,96,155,161,270,271,274,275, 276,279,281&qt=3,2,3,2,22,3,2,4,2,3,3,4,4,3) - 9.26.13 v1.3
Champion
Wyatt the Sapper (http://www.hex-datamine.com/cards/Wyatt-the-Sapper/245)

Troops
4 Ancestors' Chosen
3 Buccaneer
4 Flock of Seagulls
3 Menacing Gralk
3 Thunderbird
3 Void Leech Phantasm

Actions
4 Counter Magic
2 Polymorph: Dingler
3 Stormcall

Constants
3 Air Superiority

Artifacts
2 Chaos Key
2 General's Tent
2 Sapper's Charge

Resources
22 Sapphire Shards

Deck is built around countering an opponent. It has removal in several forms, delay, mass removal, flight, and buffs. Main damage will honestly come from slowly increasing troops on the board and exhausting enemy troops. Spare resources go to General's Tent for either mass removal or direct damage. Allows flexibility to adapt to different decks.

daveyboy5
09-24-2013, 05:42 PM
Dwarf Artifact Deck - v2.1 (http://hex.tcgbrowser.com/#!/deck=612) (September 30, 2013) - Drastically changed since original post - Removed 'Worker Bot Factory' but would like to find a place for it in the deck, added Surge Mechanisms and Hex Engine in order to try to get some resource advantage.
Added Gearsmith
Duo-Shard Version S+R - v1.0 (http://hex.tcgbrowser.com/#!/deck=914) (September 30, 2013)

This deck is built around artifacts, getting as many out as fast as possible, and then using Slaughtergear allows us to turn our artifacts into decent 5/5 troops as well as Eurig should be a strong play with lots of artifacts on the board.

Orc Rage Ruby/Blood - v1.0 (http://hex.tcgbrowser.com/#!/deck=747) (September 24, 2013)

This deck is an Ruby and Blood Aggro deck based around using the Rage and Swiftstrike keywords. I hope to use Incite Fury and Throat Cutter to give my troops Rage, as well as Ruby Aura to give them a little more attack and also the Swiftstrike keyword. This should allow them to power up there attack with rage without being taken out by defending troops. I included Te'talca to possibly boost my troops even further if she manages to change forms.


Sapphire Flying Deck - v1.0 (http://hex.tcgbrowser.com/#!/deck=819) (September 27, 2013)

My version of the Sapphire Flying Deck.

daveyboy5
09-24-2013, 06:15 PM
Added deck to post above.

The_Wine_Gnat
09-25-2013, 09:41 AM
@ daveyboy 5 - I dig your Dwarf Artifact Deck v1.0, but worry that you might not have enough low level troops to buy you enouhg time to get your artifacts out on the field. There are very limited lvl 1 and lvl 2 troops you can play.

On that same note, I agree with Charge Bot x4. Trying to think what other low level troops would help hold the line while you ramp up your artifacts slowly. How about Flock of Seagulls or Research Librarian? Seagulls would basically stop one troop from killing you while librarian acts as a low lvl shield early on, but card draw as you increase your artifacts.

Your deck definitely gave me some good ideas though! Love the build around Salughtergear with Bertram.

daveyboy5
09-25-2013, 10:04 AM
@ daveyboy 5 - I dig your Dwarf Artifact Deck v1.0, but worry that you might not have enough low level troops to buy you enouhg time to get your artifacts out on the field. There are very limited lvl 1 and lvl 2 troops you can play.

On that same note, I agree with Charge Bot x4. Trying to think what other low level troops would help hold the line while you ramp up your artifacts slowly. How about Flock of Seagulls or Research Librarian? Seagulls would basically stop one troop from killing you while librarian acts as a low lvl shield early on, but card draw as you increase your artifacts.

Your deck definitely gave me some good ideas though! Love the build around Salughtergear with Bertram.

I was thinking the same thing. I was hoping that having enough of the low cost removal spells would be enough to get me past the early rounds. Worker bot factories should also hopefully be able to give me a little bit of a wall, though having to get 4 'charges' on them before they produce a bot is worrying. I am unsure of what to remove as well. Do I really need the Hex Engines? I could remove some of the removal spells as well. It's tough to say without being able to play test it xD

daveyboy5
09-25-2013, 10:18 AM
Charged Wild Amp - 9.24.13 (http://hex.potion-of-wit.com/deck.php?s=18,66,70,71,83,88,93,131,181,231,233,30 7&qt=3,4,3,4,3,4,25,4,2,2,4,2) v1.0


Rough draft of this deck. What I'm looking to achieve is basically a rush deck that charges Polinius (http://www.hex-datamine.com/cards/Polinius/258) to 8 charges in the shortest amount of time in order to play a Mammoth Squirrel Titan (MST). I'm sure this deck can be better streamlined, but this is the first draft of it. I'm focusing on dropping a MST as soon as possible as I can control when I can put it into play. To help do this, here are my thoughts about the current deck.

Chlorophyllia adds two charges when played and also amps the deck up to play bigger guys. Charge bots are basically throw away blockers that give me an extra charge, speeding up the MST. Shrine of Prosperity lets me get two charges for a resource if it's the top card on my deck (25 of 60 cards).
Sensei of the Milky Eye let's me draw quicker while getting some cheap blockers. The big guys in the deck - Jadiim, Battle Beetle, Ambershire Inst. - are to help end the game. Only two of each in case the opponent uses Countermagic on me. Wild Growth is mainly to keep little guys alive buying me some time.

Thoughts on how to improve this to get a MST out faster?

I like the concept for this deck. It would awesome to trample over someone with a "Mammoth Squirrel" =p
I'm not sure if you will be able to get him out fast enough to make this a viable deck. There isn't very many cards that charge your hero right now. I think it is a cool idea and it could possibly work for other champions as well, but with the lack of charge cards available right now I just can't see it holding up against other more sturdy decks.

I personally am worried about facing any kind of Aggro decks, there doesn't seem to be any effective small troop board wipe right now. (I could be wrong, maybe I havn't seen it?)

The_Wine_Gnat
09-25-2013, 10:29 AM
Aggro and control are my two next decks I hope to build. Love the idea of aggro. When Alpha comes around I want to use the decklists built here to see how they stand up. I agree that it might not hold up too well, but just the idea of rushing charges to get a MST out really appeals to me. I am also hoping that Wild Growth will shut down any aggro decks that use rage before they take off too much.

The_Wine_Gnat
09-26-2013, 04:25 PM
Added Sapphire Air (http://hex.potion-of-wit.com/deck.php?s=33,70,76,91,96,155,161,270,271,274,275, 276,279,281&qt=3,2,3,2,22,3,2,4,2,3,3,4,4,3) deck to original post.

daveyboy5
09-27-2013, 11:03 AM
Added Sapphire Air (http://hex.potion-of-wit.com/deck.php?s=33,70,76,91,96,155,161,270,271,274,275, 276,279,281&qt=3,2,3,2,22,3,2,4,2,3,3,4,4,3) deck to original post.

Earlier I threw together a similar sapphire flight deck. There are some cards that you put in your deck that I disagree with. I wouldn't put any of the artifacts in there. They don't feel like that add enough to the deck. Maybe keep the sappers charges for more removal. I would also take the buccaneers out, I think that being a flying based deck. The idea is that you won't be receiving combat damage so the defense boost is kinda meh. I would put in some more low cost flyers in place, maybe some time bugs, they have a pretty cool effect. Could throw in some Pheonix Guard Scouts in place of the bucaneers. Also cloud titan, though he throw throw off your mana curve. I like it though, I think a flying deck is going to be very strong against alot of decks.

(I added the link to the blue flying deck I made to my post above)

The_Wine_Gnat
09-27-2013, 03:57 PM
Earlier I threw together a similar sapphire flight deck. There are some cards that you put in your deck that I disagree with. I wouldn't put any of the artifacts in there. They don't feel like that add enough to the deck. Maybe keep the sappers charges for more removal. I would also take the buccaneers out, I think that being a flying based deck. The idea is that you won't be receiving combat damage so the defense boost is kinda meh. I would put in some more low cost flyers in place, maybe some time bugs, they have a pretty cool effect. Could throw in some Pheonix Guard Scouts in place of the bucaneers. Also cloud titan, though he throw throw off your mana curve. I like it though, I think a flying deck is going to be very strong against alot of decks.

(I added the link to the blue flying deck I made to my post above)

Good time for a discussion! My Sapphire Air deck went through several major revisions after practicing the initial hand draws. The overarching theme I had for this deck was countering what I might expect other decks to run:


Mass low level creatures (Shin'Hare, Orcs, Inspire troops)
Pesky spells (Murder, Escalation, quick buffs)
Bombs and annoying artifacts


So the deck was built around Counter Magic, my favorite spell. Once I can identify their "core cards", I can counter them at the right time, adding two cost to the remaining cards. This would be perfect against Murder, rush decks (Shin'Hare, orcs), Escalation based decks, mill decks, etc. Since Sapphire is air oriented, I chose that route, building around Ancestor's Choosen and Thunderbird. Air Supp. helps some. I used to have Pheonix Guard Scouts in my deck until I realized for one cost more, I could get a 3/4 Void Leech Phantasm that removes cards from play as an ability, perhaps even a quick action. Buccaneer is only in the deck to delay their troops and take a hit, but you are right that it could be switched out. I'll look into it.

Cloud Titan also used to be in the deck, but Menacing Gralk has so much more board presence. When you play him, the entire enemy champ's front line can't do anything. He's a much bigger threat than an extra +1/+1 on Cloud Titan. Able to change the momentum of the entire game as soon as he's played, even if he's Murdered.

Since the deck is built to counter and delay a bit, General's Tent does a couple of things. First off, it adds flexibility to adapt to an unknown enemy deck. I can either go for direct damage (in case they rush orcs and are sacrificing their HP to kill me quicker), mass removal (Shin'Hare or Inspire), or just to add some beef to soak up damage on the board. With my delaying tactics, I should have a good sink to spent my resources on.

Chaos Key I think we'll be seeing in many decks and it addresses any pesky card you need to get rid of. It's in their to combat crazy artifact decks, other slow counter decks, or big bombs.

Agree that flying decks will be powerful. Debating Buccaneers and Polymorph Dingler.

daveyboy5
09-30-2013, 01:31 PM
Updated my Dwarf artifact deck. Drastically changed the resource curve. Would love feedback on it, I don't fully understand how the the curves work. Like if I'm making a 'control' deck or something that is based off of one or two high cost cards. What should my mana curve look like? How many 1 and 2 cost? How many 3-5 cost? Would love some feedback.

vulture27
09-30-2013, 02:46 PM
Updated my Dwarf artifact deck. Drastically changed the resource curve. Would love feedback on it, I don't fully understand how the the curves work. Like if I'm making a 'control' deck or something that is based off of one or two high cost cards. What should my mana curve look like? How many 1 and 2 cost? How many 3-5 cost? Would love some feedback.

Stealing from this article;

http://www.wizards.com/sideboard/article.asp?x=sb20001005a

An aggro deck is going to want something close to (CC is casting cost):
1cc: 9-13
2cc: 6-8
3cc: 3-4
4cc: 2-3
Xcc: 1-3
Burn (cheap removal, 1-3 cost): 8-12

For "mid-range" you probably want a similar curve bumping all the costs up 1 (for example, 9-13 two cost, instead of one cost), or shift 5-9 of the one drops to 3cc and 4cc.

Control decks, hard to say and very format dependent. The faster the aggro decks are, the lower your cost curve has to be. In general you will want a lot of cheap removal (example- Murder), disruption (Buccaneer), or good, cheap blockers (Flock of Seagulls). Then some form of card advantage; either card draw like Pact of Pain, or trading one of your cards for several of your opponent's like Extinction. Then at the top of your curve should be cards between 5 and 7 cost that can win you the game on their own (Uruunaz, Jadiim, Droo's Unstoppable Walker).

Here is an example of a control deck I am considering. It may or may not be viable, but its a rough idea of the above in practice.
http://hex.tcgbrowser.com/#!/deck=392

Edit: As for the artifact deck, at this point most of the artifacts in Hex are overpriced garbage for what they do. Its not necessarily a bad idea, just an idea where the cards aren't available yet.

Elite Battle Tech is way too fragile for a 6 drop, and really doesn't do enough even if he lives. Runic Monolith only works every other turn and is going to eat up resources you should be spending on playing more cards. Nuts and Bolts gives you 4 power worth of vanilla (no helpful abilities) troops at 5 cost. The standard for a useful creature is usually power equal or greater than cost. Eurig just doesn't strike me as powerful enough for his cost (historically, really big, expensive troops with no evasion -flight, crush, etc- tend to be worthless). Worker Bot Factory is going to maybe give you a 1/1 on turn 4 and another around turn 9 in this type of deck. Neither of those creatures is going to do anything to impact the board when they show up unless you have Slaughtergear out.

Leingod
09-30-2013, 03:50 PM
Currently have 4 decks planned for constructed. Gonna link TCGbrowser decklists since I'd hate to have some massive post.

W/B Shin'hare (http://hex.tcgbrowser.com/#!/deck=902): A general shin'hare deck. The ritualists would end up being replaced with the Wild troop that gets 1/1 for each creature in play, and I'm not sure how much I like roostersaur atm. Omens are mainly to get rid of stuff that I don't want to see like Extinction or a large flying/crush troop. Only 1 Uzume and Concubunny since I think the abilities are nice but I don't really want to see them all the time.

R/D Inspire (http://hex.tcgbrowser.com/#!/deck=901): Semi-generic inspire deck, but it's my favorite mechanic revealed so far so I have to make one lol. I think I might drop 1 Mancubus for another Legionnaire though since Mancubus is a bit gimmicky and Legionnaire can win a game outright. I really want to try Ash Harpy in this deck since inspire effects are permanent. It also combats board clear spells nicely, can act as board clear itself, and synergizes nicely with the toughness inspires and Blessing. So far, my biggest concerns are whether to include Victoria and Champion choice. I like the guaranteed big inspirable creature that Lady Stewart gives, but it seems fairly lackluster without the inspire effects available. I also really dislike Victoria since she basically has to be in your opening hand to be worth it.

R/S Artifact (http://hex.tcgbrowser.com/#!/deck=904): My take on the dwarf artifact deck. Not much to say here outside of being undecided on Worker Bot Factory. I'd also love to have Droo and a turbine or 2 but couldn't really find room. Still unsure of socket choice for Theorycrafter. Deciding between speed, resource destroy, or card draw.

B/S Control (http://hex.tcgbrowser.com/#!/deck=905): Focuses on disrupting the opponents deck. Inquisitor socket is -atk. Relies on champion power to draw cards though which concerns me a bit. Most of the cards are chosen with the idea of them each nullifying multiple cards from the opponent.

daveyboy5
09-30-2013, 06:33 PM
@vulture27 - Thanks for the link and info. That helps me ALOT! I'm going to remake my dwarf artifact deck.

@Leingod - I like your version of the artifact deck. I've been thinking about making mine a sapphire/ruby rather than the mono-sapphire, and after looking at yours I think that might be the route to go.

(Updated mono-sapphire deck)
(Added S+R Artifact Deck)

(Updated mono-sapphire deck to include new Gearsmith card. Might actually be viable now??)