Hello everyone! My name is Garuda and welcome to my first installment of “To the Limit” which will focus on the Limited aspect of Hex TCG.
With the gauntlet released a couple of months ago, I thought it would be a great opportunity to go in and give insight on the sealed aspect of the game so we can get ready for this month’s VIP event and get those valuable VIP AA cards! Without further ado, let’s start our gauntlet. Here’s an actual pool I opened in-game:
This will dictate our deck, right…? Wrong. Even with bomb rares or legendaries, we must always go in deeper than the allure of the card and see if our deck allows us to optimize the value and maximize our win potential.
But for now, let’s just say that we are going with Blood Sapphire to play these sweet cards. We could have something that looks like this:
B/S Gront’s Spiders
Champion: Zorzym or Patriarch Ozin
1x Hatchery Priest 2x Nazhk Webguard
8x Blood Shard
What’s very appealing with this deck is that it has incredible synergy if the draws are perfect. Turn 1 Hatchery Priest into a turn 2 Runeweb Infiltrator can start causing our opponent to get filled up fast on spiders. The three copies of Vilefang Eremite are a win con and a mill factor if combined with Ozin. Furthermore, any spiders or troops that are dealt with or sacrificed with Abominate can be brought back with Gront’s Gift and mill for four with the potential of spawning more spiders and triggering our troops on board. It’s basically a mill combo deck.
The problem with this deck is that it requires too many pieces of the puzzle to be in play and relies on RNG spider eggs to combo correctly. The deck is very fragile versus the current R/W and R/D aggro decks and lacks proper removal. Not having any Rot Cast, Vampiric Kiss, Parriphagy or Throwback hurt our chance of victory a lot. We are also a bit slow on spider creation even if we are running Zorzym. An Incubation Webs or an Eggblight Afflictor here would be ideal. We want to be control-mill and go for spiders in the long run, which our deck does not enable.
Thus, we must shake off the allure of the four-rare deck, and see if we can go beyond and reach for a deck that can be both constant in draws and playing threats. Let’s go back to our pool of cards above and click the image. You will see that some cards are highlighted in green and some in yellow. Green cards are my High-Pick Favored and yellow cards are my Complimentary / Situational cards.
Let’s explore common archetypes.
Pros: Thunderfield Elder, Winderspeaker, Lightning Brave, Dreamsmoke Mystic are very nice cards to have. We can potentially ramp with Lithe Lyricist and our Wrathwood Larch. Good draw potential with our Sacred Seekers. Lots of coyotles.
Cons: Weak early game which makes us weak against aggro. Costly late game since most cards are cost four or more. Very few and late removal that can put us in a situation where we lose two cards for each one of our opponent’s against a quick action removal. A lot of double threshold cards which stresses our deck in even further.
Verdict: PASS. The deck does not have enough early game threats and is too top heavy. The lack of hard removal is also very bad to be able to deal with late game threats.
Cons: Failing to draw something meaningful in the first 3 turns will make this deck crumble. Big body troops negates this deck completely unless we have the proper removal or escape.
Verdict: PASS. This deck can win with the proper curve and removal especially with Bryson to control our opponent’s board, but the draws needed are a little too tight. We also have weak bodies and no real bomb threats. It’s not missing much though.
Our preferred deck.
R/W Playing with Wrathwood
1x Ashwood Soloist
8x Wild Shard
Now let’s examine this deck more closely.
22% of the cards in this deck synergize with Playing with Fire and help trigger Fiery Indignation and Stirring Oration. We have three Wrathwood Larch to help us out of a shard screw and can be used as threats. Ashwood Soloist, Lithe Lyricist and Cressidia’s Champion power helps us ramp up to our late game as soon as turn three. We have very good removal for early or late game which helps our deck very well. The shift cards we have can help our big guys do some damage efficiently.
The only faults I can see is that this deck could use a bit more of an early presence or, for that matter, any bomb card.
Sometimes, we need to learn to let go of the charm of the rare/legendary cards that can seem to be a trap and go for a deck which has the most potential to achieve victory. Overall, I believe that this deck is the most optimal deck we can build right now in term of aggressiveness, board presence, and removal.
I am very confident going into a sealed gauntlet with this deck, because it is equipped to face most threats.
I am Garuda and I hope to see you in Limited soon.