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Future Tech: the Elementalist


Tetzot, Son of Omoc was always a solid playable choice for different Ruby decks, but it wasn’t quite popular until the Azurefate Sorceress deck surfaced. Now, since the Azurefate combo is the only deck in the meta that utilizes this champion, any time people see Tetzot they will assume it’s Ruby/Sapphire and base their early decisions on that. That gives us the chance to trick them into wrong decisions by running the other deck variants built around Tetzot. Yes, the advantage is vague, but the ability to create a 6-cost troop for free is enough to try and build a deck around it anyway.

Now that we’ve decided to play Tetzot, we want some synergy to get the full value from a Rock Elemental. One known combo is the old Tetzot-Judgement one-two. This board wipe strategy gets rid of utilities like Pact of Pain and Solitary Exile along with the opposing troops while also leaving you with a body on the board. Add some potentially-free cards like Angel of Dawn and Heroic Outlaw plus some form of acceleration (i.e. Scraptech Brawler), and we’re starting to get an idea what our Ruby/Diamond ramp will look like.

DR Ramp

Champion: Tetzot, Son of Omoc

Troops (19)

2x Lord Alexander, the Courageous
2x Hopeheart Unicorn
3x Scraptech Brawler
4x Angel of Dawn
4x Heroic Outlaw (Damage + Lifedrain)
2x Tiaanost
1x Eternal Guardian
1x War Bot Dropship

Actions (13)

4x Crackling Bolt
3x Repel
2x Heat Wave
4x Judgement

Artifacts and Constants (3)

2x Hex Engine
1x Resurrection

Resources (25)

9x Ruby Shard
12x Diamond Shard
4x Shard of Conquest

Here we have some cheap removal to help us live through early game, supported with an ability to pull a good Judgement in numerous ways—including turn-4 Hex Engine into turn-5 Judgement. The deck was initially created when dwarves swarmed the constructed queues and had four Total Meltdown with two additional copies of Heat Wave in reserves; with 12 board wipes after reserves the chances of getting a couple were good enough for an incredibly favorable matchup aganst the most played deck of the metagame.

The number of high-cost one-ofs is here to utilize our resource acceleration, but Guardian and Resurrection might still be a bit too expensive. We might want to replace them with two more Dropships (which I did from time to time); the War Bot clock ticks down quite fast and can be difficult to answer.
Tiaanost is mostly underestimated and, even though it’s usually worse than Zakiir, it earns its spot in the deck by having a better threshold for us. You can gamble on Zakiir if you want, but then you will have multiple double-diamond thresholds combined with triple ruby in your deck—which is something I try to avoid when I can.

Another good way of punishing your opponent for mistaking you with Azure Combo is playing a fast deck. The Azure-Tetzot usually requires some time to set up—or at least to get its champion charged—so people will often keep a slower hand thinking that they have some time in their pocket. Today, they don’t.

Mono-R Toss-the-Boss

Champion: Tetzot, Son of Omoc

Troops (22)

2x Mesmeric Hypnoscientist
4x Psychotic Anarchist
3x Jags the Baldemaster
3x Lord Alexander, the Courageous
4x Fiendish Cabalist
4x Rampaging Tarasque
2x Zakiir

Actions (13)

4x Crackling Bolt
4x Boulder Toss
3x Ruby Lance
2x Crushing Blow

Resources (25)

25x Ruby Shard

I have played this deck a lot in the last two months, and I love it more and more as time passes. It fields some early aggression with Anarchist and 3-drops, while also being able to go for blowout turns later on. The number of tricks this deck can do for 6 ressources with a champion power ready includes: Alexander > Jags > Tetzot, Alexander OR Jags > Tetzot > Toss or just Tetzot > double Toss. Add that you might already have Jags or Alexander in play by this moment and your opponent is probably going to regret letting you live to the 6th turn. With the metagame being relatively slow, you will have time to set up almost every game—but the danger will lie in ever-popular disruption cards: Countermagic and Murder. Against Blood and Sapphire decks, your main goal is to fish for the answers before you pull the trigger.

Another honorable mention goes to Rampaging Tarasque This already amazing card (that forces you to give up on Crackling Vortex) shines even brighter when combined with Jags; no one is safe against 16 crush damage running into their face. And if Tarasque survives a turn (without actually killing your opponent) or is forced to stay back by things like swiftstrike blockers, Boulder Toss can always help you get the final points of damage to the face.

The only card that is a bit underwelming in the list is Mesmeric Hypnoscientist. I have already gone down from 4 to 2 and am considering cutting them entirely. You rarely have time to tunnel it after turn 2, since tunneling on turn 4 means you will have to wait until turn 7 for him top enter play—which is far too slow. In addition, if you have an Anarchist and Hypnoscientist in hand you will choose the Anarchist on turn 2 in most of the games. Hypno feels quite clunky overall.

Also, cutting at least one mpre Hypnoscientist would let you find room for the fourth copy of Ruby Lance – another card that worked even better than expected. With all your resources being Ruby,  the Lance kills many major threats (Eldritch Dreamer, Vampire King, Reese) the turn they enter play. Most of the time, it gets rid of an opposing Rock Elemental too. The only reason I have four bolts over four lances in the main deck now is Bolt being able to hit the the opponent in the face – but otherwise, Ruby Lance has worked wonders for me.

Zakiir is here because… well, because it’s Zakiir. You want to play it as your last threat every time. By that stage of the game, your opponent should have already wasted all their removal, and Zakiir sets maybe not one of the fastest, but one of the most dangerous clocks in this game. Make sure you’ve drained all the answers you can from your opponent and let the dragon do its job.

The Fiendish Cabalist was brought into the deck by its best friend, the Psychotic Anarchist (which is an auto-include for any aggressive mono-ruby deck). With Cerebral Fulminations coming in and out of the deck from time to time (but always keeping the spot in the sideboard) and the slow nature of the metagame, the Cabalist offers us a very fast threat. Yes, it falls off as the game goes – but our otherwise powerful lategame plan makes up for that.

Crushing Blow is just a simple utility card to sneak the final points of damage through. You can always add a couple more troops of your choice or replace it with Suppressive Fire, that is just a matter of taste.

Make sure to leave the feedback on the deck (and especially on the cards that were marked as questionable) and good luck with your Tetzot charge procs.

Future is a veteran Russian player coming from offline TCGs such as Berserk TCG and WoW TCG. A stalwart in the competitive scene both in community organized events and in official tournaments, Future provides expert analysis on strategy in both constructed and limited.

2 Comments on Future Tech: the Elementalist

  1. That was a good article those are interesting decks. I have a suggestion for a future article, it would involve you revisiting these decks (and/or others decks you and other writers have written about on here) once set 3 is released, and talk about what set 3 cards you would add, what other cards you would remove, and the reasoning behind it all.

    Maybe a whole series by you or someone just about updating set 1/2 meta decks by adding set 3. I know I would find that very interesting to read.

    • I thought about it, but wasn’t sure if people would be interested in this. I will probably write a piece on those decks I feel competent enough to talk about.

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