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Caelumdor
12-06-2013, 05:25 PM
Hey guys, I have resenly put together a deck that I would like to get some feedback on. The deck is a Wild/Blood combo focusing on troops with the addition of control. Especially utilizing the newly added


http://hydra-media.cursecdn.com/hextcg.gamepedia.com/8/8e/Uruunaz.png

And the Champion ability of Bun'jitsu.
Blood MagicBlood Magic, [4 CHARGES]: Exhaust two target troops you control. They transform into an [Abomination] with Attack equal to their combined Attack and Defense equal to their combined Defense.


[B]Deck List

Shards
13 x http://hydra-media.cursecdn.com/hextcg.gamepedia.com/5/52/Blood_Icon.png
11 x http://hydra-media.cursecdn.com/hextcg.gamepedia.com/3/32/Wild_Icon.png


Troops
4 x Howling Brave
4 x Moon'ariu Sensei
4 x Xentoth's Inquisitor (With Prime Wild Orb of Empowerment - Currently bugged, leaving the buff permanently, which is infortunate)
4 x Mazat Ranger (Wild Orb of Conservation - Spellshield)
2 x Uruunaz


Spells
4 x Crash of Beasts.
4 x Chlorophillia
3 x Necessary Sacrifice
3 x Extinction
2 x Murder
2 x Persecute



Strategy
The deck has its pros and cons. Starting with the pros, the deck has a great resource curve with the howling brave and the sensei being obvious first choices. The brawe also negate the eventual (inevitable) posibility of being Shard Starved, and makes it easier to cope with it.

Both the Sensei, and necessary sacrifice supply card draw, while the sensei surves as a great choice for the sacrifice too. Along with Crash of Beasts these cards also comboes well.

For the mid level range we have our two primary troops, Xentoth's Inquisitor, and Mazat Ranger. The purpose of these troops is actually to be turned into Abominations. Buffing the Mazat ranger with the inquisitors ability, attacking if possible, and at the second main phase, turn these tow babys into something more exciting, HORRIBLE ABOMINATIONS!!

This buff combinations makes for a 10 - 3 troops on turn 5, if you want to go offensive. It is also possible to use the champion ability on either two Rhinoes, or best of all an inquisitor and a Rhino, adding the two additional defence points and only loosing 1 attack. This also makes the abomination reach beyond persecute range.

Having access to Chlorophillia is a great tool to have when trying to play our pride and joy Uruunaz.
As a seven cost, gaining these extra shards will be a benefit to the overall game play.

Uruunaz will also help with board stabilization, as he is a 5-5 flyer, but most of all his special ability making you able to pull a troop back into play from the opponents graveyard. How about taking that Ozuwa, or malice demon you murdered a turn earlier.

Among the cons are the deck vanurability to spells, such as Life Siphon, Burn to the Ground and general removal. As this is a troop heavy deck. Milling decks might also have a chance to beat this deck, as this decks truly become viable when you can get out your abomination on turn 5.



Please guys try out the deck and give me some feedback for improvements, and your general assessment of the deck. Hope hearing from you all.

Caelumdor.:D