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An artifact combo Sajj deck I blazed through gold division with. It feels really strong by virtue of doing “vet things”, and if the game goes long, you have a lot of high damage combos.
- Start on player 2 side.
- Open Celebrant + Metalurgist + Dreamshaper + First Wish.
- Curve into more golems and your four drops.
- Use your artifacts and BBS to kill their things.
- Use Sandswirl Reader to bounce their things.
- Play more golems and four drops.
- Set up some artifacts.
- Draw some combination of Tears and Maelstrom which deals damage to the enemy general equal to their life points.
- Win with style.
Why no 3rd Maelstrom? Drawing multiples feel awkward, and you don’t need it to close out games. We want to lower the density of bad/dead cards in the deck.
Why 3 Obdurator and 2 Staff? Obdurator helps your artifacts stick around until you need them for a combo. We also have extra staffs in the form of Wind Striker. Iris Barrier doesn’t do damage and doesn’t help clear, and has antisynergy with Ankh, so didn’t make the cut.
Why no Hexblade/Gifts? We want to play a lot of cheap artifacts, not expensive ones. Cheaper artifacts work into our early curve easier, and we can play them on our combo turn.
Isn’t OTK artifact combo Sajj bad? Yes. But vet is good. The key to making a good artifact Sajj deck is to just make it a vet deck in disguise. The deck wins because of the golems, First Wish, Sandswirl Reader, Jammer, and Bloodtear which make vet good. You can fill out the other 15 cards how you like and the deck will be good. Thats why this deck is good. Artifacts are nice because they bring a combo win condition to the table, which lets you attack from a different angle than vet is usually able to.
“Thank you for this wonderful artifact combo OTK Sajj deck, Grandmaster AlphaCentury. You are so cool! How can I find more about you?”
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A minion-oriented control deck that seeks to disrupt the opponent.
You gotta know when to golem.
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