Instant, Sorcery, Enchantment, Artifact (22) | |||
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$0.25€0.160.03 | |||
$1.41 | |||
$0.50 | |||
$3.49 | |||
$0.15€0.070.03 | |||
$4.44 | |||
$0.15€0.110.03 | |||
$0.25€0.170.03 | |||
$0.25€0.140.03 | |||
$45.46€37.6119.26 | |||
Creature (12) | |||
$6.46€5.15 | |||
$1.65 | |||
$0.38€0.660.03 | |||
$0.22€0.190.03 | |||
$0.15 | |||
Land (26) | |||
$0.79 | |||
$0.80€1.080.03 | |||
$0.450.03 | |||
$0.850.03 |
$0.15€0.110.03 | |||
$0.15€0.080.03 | |||
$0.20€0.100.03 | |||
$0.17€0.080.03 | |||
$0.20€0.160.03 | |||
$0.78 |
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Learn more Download For WindowsA BG version of the one-hit KO shell using Warlock Class and Scourge of the Skyclaves, but with a propensity to grind, and out-grind decks that grind back. There's a nasty recursion package anchored by Burning-Rune Demon, Harness Infinity, Blood on the Snow and Bala Ged Recovery. In this way, the gameplan isn't tunnel-vision focused on the main combo and can go way over the top. Sometimes, the threat of a one-hit combo is more powerful than the combo itself, and this deck is a good example of that. Stacking Warlock Classes and pinging opponents out is a legitimate strategy when you can grind like this.
The deck features a number of one-ofs that allow the deck to leverage Burning-Rune Demon properly - in other words, make our opponent give us a card we want - and find good situational use. As an example, there's one Soul Shatter and one Baleful Mastery so that if it's instant-speed removal we really need, we can search up those two cards. The pairing of Harness Infinity and Bala Ged Recovery is very often enough to win a grindy matchup on its own as well.
Pest Summoning in the sideboard is to block for a turn and set something up, whether that be level 3 of Warlock Class or getting Blood on the Snow off. I would have died many times without it. Expanded Anatomy is in there to make my Faceless Haven or Mascot Exhibition token bigger than the opponent's. It's not super necessary but when it's the ticket to pulling ahead, it's really nice to have.
I've dropped all four Binding the Old Gods in favor of Check for Traps. Binding was awkward in this deck's curve, and Check for Traps is in a perfect spot. Also, Check for Traps interacts with most of the same decks I wanted Binding for, plus extra ones like the UR turbo-mill deck that this list previously fared poorly against. It's really, really good sometimes to pick the one way someone can get rid of a Warlock Class out of their hand, too, or maybe a Legion Angel.
34 | 12 | 8 | 6 | 0 |
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4 | 1 | 0 | 2 | 0 |
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