A Piranha Swarm deck
10 x Diamond shard
9 x Ruby shard
3 x Shard of Conquest
2 x Scorch
2 x Heroic Inspiration
3 x Spiritbound Spy
2 x Stinging Ambush
2 x Lightning Elemental
3 x Grim Skull Sorcerer (swiftstrike gem)
3 x Guard Dog
1 x Immortality
1 x Protectorate Defender (swiftstrike gem)
3 x Rigid Buffalo
3 x Bombsmith
1 x Emberspire Witch
1 x Heat Wave
3 x Dragon Guard Stalwart
1 x Highlands Shinobi
2 x Mentor of the Wind
2 x Dwarven Ballistics Training
1 x Deathless Guardian
2 x Shard Ward
equipment: Blade of many names (weapon)
Gauntlet of the tireless watch (gloves)
Other equips are not needed.
The basic idea is low cost troops with swiftstrike, and some board clear and damage prevention.
As I listed above, all troops cost 2 or less. Most have swiftstrike, others have at least 3 defend which make it survive the first time of fish attacks. Bombsmith and Protectorate Defender can kill 1 when they enter play.
Generally ignore first few waves of attack, as we put troops on board first to block next turn. Simultaneously, waiting for more fishes on board and kill them with Stinging Ambush (if you have it in hand).
Blocking with troops that have been Dwarven Ballistics Trained, then use the ability kill another fish.
I didn't take burn or repel or sort of removals because 1 for 1 trade is not a good idea (scorch is 0 cost so...may take it) as you will run out of them with no card draw.
Use Heroic Inspiration (with equip) to gain some life when blocking.
Immortality and Heat wave: I was lucky with last two wins that didn't play this 2.
Good luck on your fishing :-)
My own take on Piranha encounter
3x Spiritbound Spy
2x Righteous Paladin / Adaptatron - Not 100% sure about this
2x Deathless Guardian
1x Gem Snatchers [Minor Diamond of Duty]
3x Grim Skull Sorcerer [Minor Diamond of Duty] - chest equip important imo
2x Highlands Shinobi
2x Lightning Elemental
2x Mentor of the Wind
3x Rigid Buffalo
3x Deadeye Slicer
1x Princess Victoria (helps survive if present in your opening hand)
2x Heroic Inspiration
2x Stinging Ambush
2x Heat Wave
2x Shard Ward
3x Staggering Blast (you can actually survive until turn 4)
12x Diamond Shard
8x Ruby Shard
4x Shard of Conquest
Hope this helps.
Staggering Blast is nice that I also consider take some, but Princess Victoria would be a dead draw unless you are lucky enough drawing in your opening hand. Righteous Paladin need some life gain to get bigger or it's dead blocker in 1 for 1 trade for sure, and that's why I didn't take it. Thanks for your advice, I plan to take Adaptatron and Staggering Blast and test it.
I use Righteous Paladin as cleric talent tree takes him out of control easily
Sensei of the Wounded Petal
Righteous paladin with trinket is awesome here if you are a cleric. He grows super fast and the heal from him blocking the big piranhas basically negates multiple piranhas unblocked.
That's quite a hassle, considering all you need is hunger of the mountain gods + blood aura in your starting hand and you can mull/restart as many times as you wish .
Sorrow + Sepulchra Maggot is also a powerful combo in blood and cheap at only (2).
Originally Posted by Chinane
This basically flips the board; and after a future turn of trades, Call the Grave can fuel a maggot-engine.
As a proof of concept I made the following deck:
2x Hunger of the Mountain God (Mountain God's Vest, weapon optional)
3x Sepulchra Maggot
3x Sorrow [Don't use the gear]
3x Call the Grave (Tablet of the Reventant)
3x Blood Aura (Life Taker Hood)
46x Blood Shard
I proceeded to mulligan this a rather large number of times
My winning draw was: 1 Maggot, 1 "Hunger", 1 Sorrow, 2 "Calls"
I would block only as much as I needed to with my maggots so I could attack and trade some on my turn to "Call" back since "Call" is a basic action. As you can see from my final health this game was tight, but drawing a Blood Aura for my mountain god would have fixed that.
Last edited by Bunraku; 04-12-2016 at 11:59 PM.