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Another deck I created for ESL, but one that I think could also be used with moderate success in ranked play. With a lategame curve, a ton of removal, and 3 Metal Wonders, this decks main purpose is to counter lategame Wild decks. The main thing I'm looking for in a starting hand with this deck is at least one spark or burn to help stall the game out and get to lategame along with a structure or two that I can play on turns 3/4. Quake can still hit this deck hard as is the case with any structure energy build. However, if you are aware enough and keep a structure or two in hand in preparation for quake you should be able to weather the storm and make a game of it. I'm always extra cautious to fill up my board again after an opposing player uses their first quake because I know that against structure energy I usually wait until I have 2x quake before I use the first one.
Potion of Resistance (POR) also helps, but I do not use POR in anticipation for a quake as it's too hard to predict and not very useful after 1 quake already has the structure at -3 hp. Unless the structure is about to go off and it provides an advantage within the flow of the game. Rather, POR is normally used on a frontmost structure in order to protect an entire row behind it from creature attacks. Things like pother, flip, and rumble do exist, but if an opponent wants so badly to move a structure then I say go for it and use your cards/resources. Ultimately wild decks did not prove to be a very popular choice in the most recent ESL so I only used this deck once, but extensive testing indicates that the deck works as the title describes. This deck could probably be optimized a bit for general ranked play where you will face a wider variety of opponents. For instance, I think this deck would have a rough go against aggro growth or tempo order, but if you're looking to counter those annoying wild decks this is a good bet.
24% Creatures (12) | 34% Structures (17) | 38% Spells (19) | 4% Enchantments (2) |
100% Energy (50) |