6 | 9 | 14 | 12 | 3 | 1 | 3 | 2 | 0 |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
This deck plays a tempo oriented game. The primary goal is to maintain a board presence and apply pressue early game, and them win by overwhelming the opponent with God Hand and Necrogeddon late game. Unlike most multi-faction decks, You don't want to focus on getting wild early game. Typically, you want to start similar to mono-Growth.
By turn 3, you want to establish board dominance. An ideal first 3 turns involves a turn 1 Wolf, turn 2 Brave, and a turn 3 Noaidi and Soul Steal, Harvester, or Crimson Bull. If an opponent answers any of these, the deck is resilient/redundant enough to not really care. Simply maintain your board. Once you hit 3-4 Growth is when you typically start sacrificing for Decay, but if you need to play earlier Languids or Soul Steals on units that threaten your board, don't be afraid to do so. Thanks to Eclipse, the deck can start powering in Halls/Necro/Mask quite early, and when the opponent isn't prepared for it.
Due to the hand dumping nature of the deck, you'll want to make sure you're maintaining a hand. Fertile Soil and Halls of Oum Lasa are the best cards for this, and you'll also want to make sure you're sacrificing for card when appropriate.
40% Creatures (20) | 6% Structures (3) | 46% Spells (23) | 8% Enchantments (4) |
52% Growth (26) | 48% Decay (24) |