(From June 2018)
Original thread: https://forums.duelyst.com/t/miguels-abyss-deck-and-discussion-space/12574/345
Next on the line of my Q lists is creep, which is quite obvious in terms of deckbuilding: we have two solid creep 2-drops (Ooz & Abyssal Crawler), some extra 2-drop removal (Gibbet & Maw) and Operant for the occasional lolz Mechaz0rs. Another 2-drop + Maw was quite often my p2t1 play, while Oozes and Gibbets took priority as p1t1. Punish and Lure are ofc the two Cass staples.
After (as well as before) Q, the deck’s plan is to find one or multiple Klaxons. Surprisingly often, with good planning it’s quite possible to ramp Klaxon at 5 mana with a manatile (I managed to do this in around a third of my games). After Klax, all the Azaleas and Obliterates gain massive value. And, as all the cards are 3-ofs, they can be very reliably found even with aggressive replacing for whatever you happen to need. Deso gives the deck sustain and an additional gameplan in case you can’t build enough creep, while EMP is almost as good as before the nerf and can outright win the game against many decktypes (walls and artifacts, most notably) that the deck otherwise struggles against. From 5 mana on, it’s important to start replacing for the heavy stuff as the hand size will run a bit low with only Deso providing draw. With good planning, good replacing and playing Q at a convenient spot I didn’t really have many problems with hand size. Gold players don’t seem to be playing around any of the deck’s “big cards” besides Obliterate (Klaxon, Azalea & EMP), so I was able to squeeze a few wins almost “out of nowhere”.
Winrate was 15-1-3 (79 %) in Gold.
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Flood the board with Creep, now with abusing discounted Klaxions
“Sometimes the cannoneer must become the cannonball”
Please god let me draw my one copy of Obliterate.
A variant of Winter’s Wake that attempts to make the combo more consistent using Q’orrhlma’A.
A take on a deck that uses nocturne as an engine to make shadow creeps or wraithlings
Remove almost all of your cards with Q’ so you can reliably play Decimus + Spikes turn after turn.