nh3maser

  • Concept
    Although the keyword is found on both minions and spells, the focus here is on minions, as you get access to two (one in-faction and Riftwalker).
    Cards
    Intensify

    Riftwalker
    In-faction

    Recursion […]

  • Concept
    Many cards restrict opponents from performing certain actions, or tax them for doing so. Putting lots of these together leads to controlling decks that choke your opponent out of resources and grind their […]

  • Concept
    Inspired by a deck someone put up on one of Boronian’s streams a while back; unfortunately, I forget the name of the poster.

    The idea is simple: by running Aerial Rift, you can totally break the symmetry […]

  • Concept
    Scarzig is so fragile. In order to have any hope of flipping him, you need to play him as safely as possible, and then rely on some buff effect and/or repositioning in order to allow him to actually kill […]

  • Concept
    Tribal decks have always been near and dear to my heart, and Mechs are my favorite Neutral tribe. Ever since MECHAZ0R was nerfed in the Immortal Vanguard expansion, these decks haven’t been the most […]

  • Concept
    Many cards in Duelyst have effects which are at least partially random, but there’s a big range in “how random” each is. For something like Letigress or Red Synja, the randomness is controllable to the […]

  • Concept
    A silly OTK: since Ion does double damage to generals, if you can place one properly, stack lots of buffs on it, and then activate it with Sol, it’s immediately lethal. See here for the original thread by […]

  • Concept
    “My Side” Faie. Pull enemies into position with Dredger, Wanderlust, and Lodestar, then lock them down forever with recurring Avalanches.
    Cards
    Positioning

    The Dredger
    Hearth-Sister
    Wanderlust […]

  • Concept
    A deck that shores up Magmar’s traditional weakness to artifacts by running a highly unusual removal suite. See Reddit post here.
    Cards
    Pings

    Bloodtear Alchemist
    Krater
    Blistering Skorn
    Spirit […]

  • Concept
    A control deck with the ultimate win condition. See MrMana’s original thread here.
    Cards
    Minions
    Healing

    Azure Herald
    Healing Mystic
    Desolator

    Keep up your life total.

    Silhouette Tracer

    Not […]

  • Concept
    Neurolink is a card that sees fring play in N.O.S.E. decks: when combined with a Flying minion (usually Dragonlark or Wind Striker), it lets you teleport your general to the opponent’s starting column for […]

  • Concept
    Koan is one of the oldest memes. The deck was bad back in the day and even worse now: multiple free Gore Horns does not a real win condition make. But it’s hilarious if you can pull it off.

    The deck needs […]

  • Concept
    The lower-rarity Infiltrate minions are all actually decent for their costs, as long as the Infiltrate condition is met. In this deck, we leverage this to try to stay in control of the board and in the […]

  • Concept
    In Unearthed Prophecy, two new cards were introduced in Magmar: Catalyst Quillbeast and Blood Rage. Almost immediately, these formed the basis for a new combo deck, built around maximizing the buff from […]

  • Concept
    Sajj has always been the black sheep of Vetruvian, but the faction was left in such a good state at the end of things that even she can have her opportunity to shine –  just play all of the generally good […]

  • Concept
    One of Shidai’s signature archetypes is Mantra Burn, a deck that aims to control the board with damage spells while setting up for a turn in which it can cast a lot of cheap spells into a lethal Firestorm […]

  • Concept
    Zir’an is an interesting general – while one might naively expect that her healing BBS makes her suited for a grindy midrange deck, her best decks are all lower-to-the-ground and built around Lyonar’s […]

  • Concept
    Recently I did an overview of the Abyssian Trial archetype. It’s a pretty flexible deck, with many different ways it can be customized. However, one thing that was missing was a budget build, as has been […]

  • nh3maser commented on the deck 1 week, 4 days ago

    Gravity Well would be generally better, but it’s certainly not strictly better. The stun ability on the Barriers is a real upside that synergizes well with other cards in the deck. The main problem is that it requires your opponent to play into it, which they can avoid if they’re smart enough. Overall I would say use the Wells if you have them,…[Read more]

  • Concept
    Arcanysts are a good budget archetype because independent of anything else, you can always steal some games by snowballing an Owlbeast with a few cheap spells. In Vanar, Arcanyst decks are usually headed […]

    • I know bonechill is here for stun and probably budget, but isn’t gravity well still strictly better? It allows more consistent stall loved by arcanyst decks all for the same mana.

      • Gravity Well would be generally better, but it’s certainly not strictly better. The stun ability on the Barriers is a real upside that synergizes well with other cards in the deck. The main problem is that it requires your opponent to play into it, which they can avoid if they’re smart enough. Overall I would say use the Wells if you have them,…[Read more]

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