Welcome back to the fourth article in the Piecetinkering series! Today we are going to look at a deck that I had success with in the Ruby Cup. As you will see in the list below, this is a mono-Blood deck. It is fairly similar to mono-Blood decks that we have seen in the past with a few extra additions.
So why play mono-Blood when we are expecting a Gore Feast meta? Mono-Blood does not have a favorable matchup against Gore Knights, but I felt that Gore Feast in general was not going to be excessively popular in the Ruby Cup. I figured mostly players instead wanted to create decks that specifically countered Gore Feast in order to get an edge on the competition. Partially I was right, but when I did encounter Gore Feast decks I did struggle. My record at the end of the tournament was 6-2 (placing 15th overall) which is actually a great record. The deck is still strong and I would be surprised if we didn’t see any mono-Blood variations sneaking around the corner in future tournaments. So let’s get to the deck list itself:
Your Deck Is Mine!
Champion: Zared Venomscorn
2x Pact of Pain
25x Blood Shard
1x Life Siphon
4x Relentless Corruption
3x Terrible Transfer
2x Rise Again
This mono-Blood variation will slowly diminish your opponent’s health through board control, leveraging dangerous troops such as Vampire King, Giant Corpse Fly, and Xentoth’s Inquisitor. Both Vampire King and Giant Corpse Fly can even become a threat to the opponent’s hand. This variation of mono-Blood uses their once loyal deck against them. Rise my minions!
Giant Corpse Fly
So here’s a troop I haven’t seen used in lately in mono-Blood constructed lists. A 2/1 for 3 resources with Flight is good value. On top of that, we also remove a card from the opponent’s hand. The best case scenario for Corpse Fly is that it can make a two-for-one trade. Early in the game a Giant Corpse Fly can be devastating to your opponent as they struggle to pick a card to toss away. Usually, your opponent tends to discard non-resource cards if they’re at risk of missing a shard drop. If they end up discarding a resource it gives us information about their hand (such as having more resources in hand). Late in a game, we can use Corpse Fly to remove whatever card an opposing player has been holding up, potentially forcing a counter or disposing of combat tricks. Another thing to note is that Corpse Fly’s effect happens when it enters play. Players will refuse to bounce a Corpse Fly back into their opponent’s hands unless absolutely necessary (take that Buccaneer!)
This is the third time I’ve written about a deck with Xentoth’s Inquisitor in it (I promise my next deck won’t have him in there!) Once again: best paired with the Major Blood Orb of Brutality, Xentoth’s Inquisitor can keep heavy threats at bay. Cards like Wrathwood Master Moss will be punished when an Inquisitor comes into play successfully. Consistently, Xentoth’s Inquisitor will make two-for-one trades. Not only that, but after Xentoth’s Inquisitor goes from in play to the graveyard, it will return to your hand so that you can play it again. This will often prevent opponents from attacking when a Xentoth’s Inquisitor is available to block. No one wants to see that Inquisitor come out again and hand out another -3 ATK!
Vampire King can win games when an opponent cannot answer it. A 3/4 for a 4 cost with Flight and Lifedrain is excellent! Not only that, when it deals damage to an opposing champion it selects a random card in their hand. If that card happens to be a troop, it will transform it and turn it into a 2/2 Vampire with Flight and Life Drain. Vampire King will force your opponent to throw out all their troops on to the field to prevent you from getting a free troop. By the way….I have an Extinction in hand! Muhahahahaha!
The last troop in the deck is Uruunaz; 5/5 for 7 with Flight. When Uruunaz comes into play or deals damage to an opposing champion, you can select a card from their graveyard and play it for free. With all of the removal in the deck, Uruunaz works wonders. After all of your Murders, Terrible Transfers, and Extinctions you can use their strongest troops against them.
Life Siphon is definitely a card you want in available especially when playing against an opposing control deck. Currently there is only one in the main board because of the aggressive meta. You don’t usually want to draw a Life Siphon early, but it can save or win you the game. I would put Life Siphon into the reserves if your opponent is aggro.
We need some life gain to fuel our Pact of Pain! For each Blood threshold that we have, we deal one damage and gain one health. As the game progresses, this card can only get stronger; the more Blood threshold you have, the stronger the card gets. Always remember you can use Terrible Transfer on your own troops if necessary. For example if an enemy uses an action such as Burn to the Ground targeting your health total and they have no troops on their side of the field, you can always Terrible Transfer a Xentoth’s Inquisitor or Giant Corpse Fly to survive.
Pact of Pain
Pact of Pain is still one of the strongest cards in the block. As long as you have a way of regaining health, why not keep drawing cards? Pairing Pact of Pain with Relentless Corruption helps strengthen your draw. All of your cards are mine! Always remember to use Pact of Pain cautiously and be aware of your opponent’s resources. You do not want to get to 3 health if you think your opponent might have a Crackling Bolt waiting for you on their next turn.
As stated above, Pact of Pain and Relentless Corruption have great synergy. However, sometimes Relentless Corruption is just too slow against decks that have Gore Feast or any other heavy aggressive deck. I would actually recommend reserving out Relentless Corruption altogether in these matchups. However, it is great against decks that have strong troops or powerful removal. For example, drawing a Solitary Exile or Zakiir with Relentless Corruption is amazing!
Not only do we get to look at your opponent’s hand, but let’s see what the biggest threat is and remove it! Before selecting, always take note of how many resources they have. If I see they are missing a threshold, I tend to not worry about removing those cards from their hand that early in the game. Inquisition also works quite well with the curve. It is devastating for your opponent to see a turn two Inquisition followed by a turn three Giant Corpse Fly.
Rise Again is an underrated card in the meta and one of my favorite Set 2 cards— it was responsible for a number of my victories during the Ruby Cup. With all the removal we have in our deck, we can bring back a troop from either our Graveyard or out opponent’s Graveyard. I’ve stolen cards such as Eternal Guardian, Reese the Crustcrawler, and even buffed Living Totems. Why wait for Uruunaz when we can get any troop we want back into play two turns earlier?
Chaos Keys exist in the reserves specifically against destructive constants such as Soul Marble. Blood’s main weakness is that is has no innate way to remove Constants. If you are running any variant of mono-Blood, I’d advise to always stick a couple of these in your reserves. Wakazashi Ambusher is great in mirror matches; we can use Wakazashi Abushers to completely nullify an opposing Xentoth’s Inquisitor. Wakazashi Ambusher is also great removal against Gore Knight variations. In the reserves is also Dishonorable Death. I specifically have these in here against Wrathwood Master Moss, Darkspire Tyrant, and other troops that have on death effects so that we can void these instead. Finally, we have an Argus, Herald of Doom for a stronger control match up.
If there are any questions or suggestions for the deck, please post them below. I hope you enjoy this deck I’ve been tinkering with!