DeciSpikes

Starhorn the Seeker

Category: Diamond+ Deck

Archetype: Combo

Spirit: 9810

Patch: 1.96

Author: freud92

Submitted: 2018.11.21

Decimus
Tectonic Spikes
Haruspex

A combo deck that kills your opponent by drawing them cards.

Click Code Below to Copy Deck Import Code
MTo0MTgsMzoyMDExMiwzOjE5MDUyLDM6MTkwMzgsMzoyMDEyNSwzOjE5MDM3LDM6NDEyLDM6NDMyLDM6MjAyMzQsMzoxMTA4NiwzOjQ1OCwzOjIwMzQ0LDM6NDMzLDM6NDA1

As always, you guys should know that I like to keep things brief. So, lets get into how to play the deck.

Early Game:

Tempo out onto the board with:

  • Young Silithar
  • Primus Fist
  • Bloodtear Alchemist
  • Golem Metallurgist

Then follow them up with:

  • Haruspex
  • Lavaslasher
  • Ragebinder

Consider using Flash Reincarnation to add additional pressure to the board. With Starhorn’s BBS and Tectonic Spikes dumping your hand usually isn’t an issue.

Mid Game:

Make sure you start developing your threats and fitting in face damage where you can. Still take favorable trades, but you want to land some face damage on your opponent or force them to use removal so that you can later kill them with the Decimus + Tectonic Spikes combo or back-line a Decimus and threaten a two-turn lethal.

Use cards like Makantor and Homeostatic Rebuke to delay your opponent and buy yourself a turn. Natural Selection is really powerful in the mid game with this list since most of the stuff sticking around in the mid game with have 4+ attack making it pretty strong at picking off your opponent’s dudes.

Late Game:

At this point you want to be killing your opponent. This deck doesn’t run a lot of removal or healing so if you aren’t killing your opponent then you are probably dying which isn’t good for you. Look to either kill them with a Decimus + Tectonic Spikes combo (The thresholds can get really high with a Flash Reincarnation) or finish them off with your board/Makantor.

Tips:

Remember that your opponent always has to be scared of the combo if they are in range (9 damage on 7 mana/11 damage on 8 mana). So, if you can feint that you have the combo, your opponent may make a defensive play or just over commit and accept death. Make sure you can punish both of these options or that you at least have enough life to live a turn if they commit to the board when you can’t answer it.  Lastly, you should fit in face damage when you can. Healing is a premium and this deck has moderately high kill thresholds so SMOrcing in the mid game will really help you out in the late game when you are trying to finish off your opponent.

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