Gore Feast / Mirror Knight based decks are here to stay. If the Hextechs open wasn’t enough to show us that then this past weekend’s VIP definitely was; I faced Poca the Conflagrator in 6 out of the 8 VIP games which I played in. Now, I’m not particularly a fan of playing mirror matches—especially with aggro decks. With that being said why don’t we take a look at two decks which I have been thoroughly enjoying recently that might bring a little more variety to your matchups?
Champion: Zared Venomscorn
2x Soul Marble
3x Blinding Light – one of the strongest cards out there vs Gore Feast, possibly even maindeckable
*Extinction… oh how the mighty have fallen. With Shattered Destiny bringing Monsuun & Tunneling into the mix extinction has become dramatically worse. The format is faster and you need to be able to respond to your opponent’s plays on their turn rather than your own. It is still strong against some of the more tempo-based aggro builds out there as well as otherwise unexpected decks. Overall though it just isn’t a card which mid-range wants to be playing as much right now.
This deck has a strong game against the various aggro / feast variants that are going around. Vampire King puts in quite a bit of work; if he wasn’t in there I feel like this deck would not be possible. Somewhat surprisingly another card which continues to put in an enormous amount of work for me is Meek. It allows you to answer a turn-two mirror knight—something the other three targeted removal actions are often incapable of doing. For that matter I’d actually like to squeeze a third copy of meek into either the main deck or reserves. Also, don’t forget that you can leverage either Zared or Inquisitor alongside meek to hit a larger target in a pinch.
On the flip side there have been a few cards which have been under-performing for me. In general Soul Marble has been either too slow or completely unnecessary in a majority of the games which I’ve had it. Additionally, Inquisitor isn’t nearly as good as he used to be for many of the same reasons that Extinction is not. I wouldn’t feel too bad about just swapping Inquisitor with Blinding Light so that the socketed Vennen overlord was just in the reserves for the mirror mainly.
Finally, Angel is in the deck for two reasons: (a) Topdecking an Angel late and being able to also play a Vamp King / Ambusher the same turn can get you out of a losing situation pretty quickly; and more importantly, (b) She gives you free wins! What’s not to love about free wins right? Learn from my mistakes* and don’t throw away Kismet’s blessing—think twice before playing a blood threshold when you could play a diamond on turn one. I will break this down a little further for emphasis—here are the typical situations where you are considering going for a blood threshold on turn 1:
- You have a turn 1 withering touch if you play a blood shard. This one usually gets me but it isn’t what you want to be doing. More often than not you are just as safe playing Touch on turn 2 and keeping the Angel dream alive. Your Living Totem can wait for you to hit their bolt first anyhow.
- Your hand consists of Diamond Shards & Shards of Retribution. Alright, in this case sometimes it is the right call here to just play the dual shard on your first turn so that you don’t lose any tempo. Often times though that little bit of tempo you lose on turn two won’t really effect things. Double-check the rest of your hand and plan your first few turns before you snap-play the dual shard for blood on turn 1.
*Disclaimer: this might just be me being overly cautious. I’ve missed more turn two Angels over the past two weeks than I have topdecked during any other turns combined.
This deck is incredibly fun to play and its power is quite real. I haven’t had quite enough hands-on time with it (mainly have been playing against friends who were piloting it, primarily Moonknight) to really come up with a solid reserves plan, but this is my take on the main-deck at least. The Hop’hiros might want to be going more of a Ritualist of the Spring Litter route instead of the artifact
dragons ships and Chlorophyllias.
The game plan is to stall long enough to land a Eulogy and then very quickly start pumping out massive bunnies. Surprise Runt Gang becomes an absolutely amazing top deck late game and your Ambushers can suddenly kill just about anything (though my list could probably use more removal). The deck does suffer from some consistency issues, much like some of the Goremaster decks out there, if you aren’t able to land a Eulogy. Luckily the card draw not only fuels your Eulogies but it also helps you find them.
That’s all for today. If you happen to try out either of these decks be sure to comment and let me know how they worked out for you and whether you made any changes to them. Even the B/D list changes from week to week for me so I’m always interested in hearing other people’s thoughts on them.