The core idea of this deck is that you survive till 6 mana and play Q’orrhlma’a to remove everything from the deck except Flash, Decimus, Spikes, Q’ itself and Makantor.
Usually this deck kills its opponents with Decimus + Spikes. Because of the very small deck size after Q’ it is not unusual to play something like Flash + Decimus + Spikes + Spikes on 8 mana for 22 damage.
The 2 Drops
The 2 drops can be separated in 2 groups.
Maw, Shroud, Bloodtear for the board control. Healing Mystic for some needed healing. I chose Healing Mystic over Azure Herald because it is sometimes great to heal a Rancour or Araki Headhunter back up to 3 health. But Herald offers more healing, therefore also a good choice.
Rancour, Hulk and Headhunter (there are a lot of Opening Gambits in this deck) can get very threatening and dangerous. I put them in to have some early minions which need an answer and distract your opponent from your face. These can win you the game sometimes if you are lucky but it is not the norm.
Other 2 Drops
Young Silithar has great resilience and is one of the best 2 drops in the game.
Aethermaster helps you finding our Q’ before 6 mana (which is the deck’s biggest weakness). If you don’t get Q’ at 6 (latest 7) mana and your opponent stabilizes from your early game threats you usually lose.
It is important to know that ramping into or flashing Q’ won’t do any good because the combo only works at 7 mana. Flash is only for Makantors and Decimus in the deck, though a Flash + Hulk could be a legitimate choice on T1 to increase the early game pressure.
It is also good to play Q’ and then use BBS or replace afterwards to get combo pieces.
Tectonic Spikes is also good to refill your hand after vomiting your hand early on.
Makantor is just there because it is so strong and it keeps you alive if you are at 6 mana and under a lot of pressure or you don’t have Q’ in hand.
So while the main combo is Decimus + Spikes your early game can create so much pressure that you can win the game too. But don’t count on it!
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An overview of the Burnhorn archetype.
A combo deck using Fractal Replication to take a lethal. It’s a deck to have fun, but it’s still strong.
Also known as Vath in a Hat. What we have here is a Vaath deck that has traded Crypto/Drogon for Deci/Spikes and Vaath for Starhorn. So Starhorn is just sort of playing as a cowardly Vaath deck, because Vaath is to afraid of Kha to show his face.
A combo deck that kills your opponent by drawing them cards.
Deck played by Rocken in the Playoffs for Meltdown League Season 2.
Qatar & creeps
Played by Stoicrooster for West EU for second place in Duelyst World Cup 2019
A variant of Winter’s Wake that attempts to make the combo more consistent using Q’orrhlma’A.
Burnhorn list piloted by JosephStalin69 in the playoffs of the Meltdown League.
Wao I put mechs in a list that is carried by 2 cards and make new deck many smart
Much genius decispikes skill