View Full Version : Zombie/Specter Overload

02-24-2014, 06:24 AM
The point of this deck is to get as many zombies or Specters on the board. As a side-effect of building this deck you will find you also draw LOTS of cards. I have play tested this on the AI and in real games. The AI was nothing. As for real players I have only lost two times with it in about 15 games. Mainly because of bad shard draws. There are many more ways to win.

Zombie/Specter Overload Build

Creatures (9):
4 - The Ancestors' Chosen (http://hex.tcgbrowser.com/#!/cards/cardid=276&search=The+Ancestors'+Chosen)
2 - Archmage Wrenlocke (http://hex.tcgbrowser.com/#!/cards/cardid=162&search=Archmage+Wrenlocke)
3 - Eldritch Dreamer (http://hex.tcgbrowser.com/#!/cards/cardid=401&search=Eldritch+Dreamer)

Creature Tokens:
Ancestral Specters

Basic Actions (14):
2 - Chronic Madness (http://hex.tcgbrowser.com/#!/cards/search=Chronic+Madness)
3 - Oracle Song (http://hex.tcgbrowser.com/#!/cards/search=Oracle+Song)
4 - Relentless Corruption (http://hex.tcgbrowser.com/#!/cards/search=Relentless+Corruption)
2 - Extinction (http://hex.tcgbrowser.com/#!/cards/search=Extinction)
3 - Mastery of Time (http://hex.tcgbrowser.com/#!/cards/search=Mastery+of+Time)

Quick Actions (6):
2 - Peek (http://hex.tcgbrowser.com/#!/cards/search=Peek)
4 - Murder (http://hex.tcgbrowser.com/#!/cards/search=Murder)

Constants (4):
4 - Zombie Plague (http://hex.tcgbrowser.com/#!/cards/search=Zombie+Plague)

Artifacts (3):
1 - Hex Engine (http://hex.tcgbrowser.com/#!/cards/search=Hex+Engine)
2 - Chimes of the Zodiac (http://hex.tcgbrowser.com/#!/cards/search=Chimes+of+the+Zodiac)

Shards (24):
13 - Blood Shard (http://hex.tcgbrowser.com/#!/cards/search=Blood+Shard)
11 - Sapphire Shard (http://hex.tcgbrowser.com/#!/cards/search=Sapphire+Shard)

Deck Total: 60

Ok so you are thinking right now, "How can you just run with only 9 creatures?" The idea of the deck is to have support creatures. All the creature that are in the deck help to gain tempo over the other player. This is mainly through card advantage. Both Archmage Wrenlocke and Eldrich Dreamer (with gem) allow for card draws. The Ancestors' Chosen creates token creatures that when they enter play allow for a draw. This allows for a good hand size in the mid-game and end-game.

The draws does not end there. We also use Peek as a 'controlled' draw and Oracle Song allows for a good restock on your turn 3 - 5 so that you enter your mid-game in good shape.

Now control is very important. Since we do not have many base creatures we need to be able to control the flow of the battle. If we do not you will easily get over run. We have some good control options. First there is Murder. This is your king-killer card. You only want to use this on cards that will change the tide of the battle. This will mean you will have to know when to take a hit and not kill the first creature you see. Next we need to handle them fast ramp decks. This is where Extinction comes in. When you just can't bare to take one more hit drop this bad boy and just lay waste. Most players who are playing fast ramp decks will empty their hands in the first few turns. Drop Extinction and watch the tears fall. The last bit of control is simply taking another turn. We do this with Mastery of Time. If you can find the nerves to hold this card till a critical end-game point you will find Mastery of Time will be the card that wins you many games. Paired with Chimes of the Zodiac you can get two or three turns in a row.

Winning the game

So there are a few way I tend to win games. First we have the overload method. This is where you just spawn/draw tokens ever turn and just keep smashing them. This can be done with Zombie tokens or Ancestral Specters. The Zombies will be much easier to do as Zombie Plague is a 2 cost, 2 blood threshold card. You should be able to get one out before turn 4 or 5. Then drop more mid or late game to go overkill. Weenie decks have nothing on this method. You can also do the same thing with Ancestral Specters but it will take more time. You want to have one or two The Ancestors' Chosen in your opening hand for this to work best. Keep it on the board as long as you can and hope that later in the game you get a good string of Ancestral Specters. There is no down side to filling your deck with these tokens. The reason is because it is never a 'lost draw'. When you play Ancestral Specters you get your draw back. Ancestral Specters are also a 1 cost card.

The other way I like winning is with the Relentless Corruption. There are 4 in the deck and they go back into the deck when they are used. This allows you to fill your hand up with card from the other players deck. We then use their cards against them. I have never had a problem use Relentless Corruption three to six times a game.

The last way I love winning is with the mill hand. All you need is one or two Chimes of the Zodiac, then use Chronic Madness and watch the deck just melt away. You can use Hex Engine to help get Chimes of the Zodiac out fast.

The Champion:

I like using Wyatt the Sapper. It is a free draw on turn five. You can also use Kranok which will give you a turn four draw but it will cost you two health points.

Well that was the Zombie/Specter Overload deck. I hope you enjoy it as much as I do.

02-26-2014, 04:02 AM
4 Zombie Plague is a bit much for me I'd take it down to 2. You need to run 4 Shards of Fate for consistency and missing resources some turns is ok because you're in it for the long game. 4 Peek is a must as it's going to filter your deck and get you to your combo of Chimes or other answers when you really need them. Chronic Madness is an alternate win con but you can take it down to 1 as it doesn't really affect the early board state. I'd just get rid of it personally because Corruption does the same thing in the long game and it gives you more options. Also Corruption and Madness compete to be drawn as they both shuffle back in which will make the deck a little clunky. This seems like a control deck so I'd run Countermagic as it answers all of the cards in the game right now (so far there's no "immune to counter troops or cards yet"). I prefer to have 3-4 Extinction but you'd have to try it out you run a lot more troops in this deck than I do and your troops aren't as expendable. I might try to do a chimes deck on my show this week we'll see. Chimes seems to be quite popular.

02-26-2014, 01:59 PM
What I am finding with the zombie plague is either great 15% of the time or crud/mediocre. I just don't feel it warrants a card spot. Especially in a Chimes deck. What I am finding on Chimes is if I get it out early its lethal, but if I don't draw it I put put along with aggro smacking me down. I really want a consistent Chimes deck, it almost needs R/B/S to be consistent but I don't know. I'm still toying with it.

02-26-2014, 03:45 PM
If you want to see it in action you can watch me play it on my Twitch channel (link in sig). I also have some video there if I am not live at the time. I have been using it a lot now and it just keeps winning.