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Aganej2's World Views
World of Warcraft that is.
January 16, 2007

WoW, Control, and the Missing Link

 

“The horde control deck is a wow tcg idea I've been thinking about for a while, and I think it could be quite successful. The horde has plenty of ways to attack the opponent's hand, and some ways of boosting their own. With his discarding abilities and pesky pets, radak should be able to get control of the game quite quickly.

 

Red Control

 

Hero: Radak Doombringer

 

Allies (29)

Voss Treebender x 4

Mias the Putrid x 4

Samuel Grey x 4

Ophelia Barrows x 4

Sarmoth x 4

Helwen x 3

Hierophant Caydiem x 4

Fianna Spellbinder

Warchief Thrall

 

Abilities (18)

Life Tap x 4

Shadow Bolt x 4

Steal Essence x 4

Corruption x 3

Sever the Cord x 3

 

Equipment (none)

 

Quests (13)

Chasing A-Me 01 x 4

Kibler’s Exotic Pets x 3

Zapped Giants x 4

Counterattack x 2

 

Fianna Spellbinder and Nemesis Skullcap/Ancient Cornerstone Grimoire would make more appearances but I don't have access to more.

 

I haven't actually tested it out yet, and I don't know if the ratios are quite right yet. Voss exhausts protectors so samuel grey can get through, helwen takes control of allies to attack suicidally (I'm assuming that during your turn, you can take their ally and attack with it that turn), while sever the cord can tribute a controlled ally when the opponent destroys helwen (2 for 3). Shadow bolt and corruption can both gain advantage while also helping to control the field, and life tap speaks for itself. Sarmoth just makes a pest of itself.

Please feel free to make any fixes: any help is much appreciated. The ratios (aka quests to allies) probably need fixing and I probably missed out some good control allies/abilities.

Cheers,

SpoonMan”

 

Well here’s an interesting challenge, making a control deck out of horde. SpoonMan’s quite right, horde does own it’s own brand of control, who said alliance had all the fun right? Going about it is a completely different matter though, I believe that SpoonMan was going in the right direction and now he’s left it to me to take him the rest of the way. Here goes!

 

I like the additions of Ophelia Barrows and Sarmoth, to me those are two gigantic cards in this format because Sarmoth acts as the ultimate protector and Ophelia is currently the only grave-control in the game. My plan for the deck is to do something that is no present in the current format, at least not in one card in particular: mass removal. My friends and I theorize that with mass deletion a lot of the currently powerful rush deck would disappear in the “blink” of an eye., however because there’s no entity in the online game that mirror the effect, “destroy all allies” or “destroy all opposing allies,” we imagine such a card will never exist. So the name of the game is: improvise.

 

What cards embody such an idea? Two come to mind that are exactly what this deck is looking for: Arnold Flem and Infernal. Both of these cards have similar effects that they each deal damage to multiple targets at one time, truly infinite card advantage because they are creatures and they can do such awesome things. Both cards have a price to their ability, so my spin this deck will be to shape whatever I take out towards tailoring the slots towards minimizing the costs.

 

Fianna’s art is INCREDIBLE, I love it and I really do hate to cut it but my reasons are sound in that you can’t stop their draw for the turn and at most you will stop them from drawing a card from a quest. This may seem like a boon because they put mana into this ability and flipped a quest but on the other hand you put out the cost of removing a creature from the game and had mana sitting around to boot. In the future, when cards come out that have players draw more than 3 cards, this card will be worth it. So this card goes.

 

-1 Fianna Spellbinder

 

Warcheif is a very tough call, just because he’s a fantastic endgame card. Reasons to cut this guy out is that he costs 9 mana, an enormous amount of mana for one card but with what support? I can imagine that the lifespan of most of these allies are fleeting and that they won’t be around when he hits the board, if ever because he’s only a one-of.

 

-1 Warchief Thrall

 

In go the Infernals. This ally is going to be great, especially with Radak. The longer he’s alive the more damage you can deal the opponent. The draw back here is that you need to discard a card to keep him, but in a way, that’s not such a big draw back. Why? Ophelia, discard a worthless pet or ally and you now have fodder for her. Infernal’s a big 6/6 beater and basically a huge win/control method all for the cost of 6. If that didn’t get this guy in the deck then the reason he goes so well with the deck is that you can chuck him at the opponent’s head for 6 if you don’t want to discard the card!

 

+2 Infernal

 

Hierophant Caydiem, I honestly do not see the shine in this card. It is a weak ally and the ability is less than significant. I do see that it can be a constant source for damage and recovery but if he is by his lonesome, he is so vulnerable. Arnold Flem in my eyes is an excellent substitute because he can still do that one pt of dmg but to every opposing ally and he does not requite mana to use that effect. He has to die of course but all that means is that something else will be taking 4 dmg in the process and if that something should survive, say the hero, it takes 5 dmg. You would always want to swing with this guy just to blow him up.

 

-4 Hierophant Caydiem

+4 Arnold Flem

 

The quests seem decent, but I can see one or two places for improvement. Torek’s Assault is an excellent quest for horde because it counts on one thing horde does best: hitting the opponent. It’s something you’re bound to do no matter what so it’s always a safe bet to be used. I was looking at Zapped Giants and all the other cards that search the top for certain items and to me the best of them all was It’s a Secret to Everybody. It’s one of the shallower ones, being that it only looks at three instead of four cards but it allows you to pick any one of them. It’s always to be played at the end of the opponent’s turn though, this is a draw fixer and not a draw card but still every bit important. Counterattack is an excellent quest, there’s a big reason it’s short in stock… everywhere, but this deck has close to thirty allies. Would there ever be a time it’s to be used? Nice substitute would be Your Fortune Awaits You, general purpose draw card with decent cost, can’t go wrong with that. To boost up your quest count, I am going to make a choice and take out two Life Tap. I’ve put in a lot of safe draw tech than Tap so you should be able to do without.

 

-2 Counterattack

-3 Kibler’s Exotic Pets

-4 Zapped Giants

-2 Life Tap

 

+4 It’s a Secret to Everybody

+3 Your Fortune Awaits You

+4 Torek’s Assault

 

One last thing, the pet count. A situation you don’t want to caught in is that you have to knock off a pet to let another one in, so the best I can do for you to cut out a Helwen and put in a Sever the Cord. This still maintains the combo and it puts a little more balance in the deck along with more removal.

 

-1 Helwen

+1 Sever the Cord

 

Here’s the final cut, Enjoy.

 

Allies (28)

Voss Treebender x 4

Mias the Putrid x 4

Samuel Grey x 4

Ophelia Barrows x 4

Sarmoth x 4

Helwen x 2

Arnold Flem x 4

Infernal x2

 

Abilities (17)

Life Tap x 2

Shadow Bolt x 4

Steal Essence x 4

Corruption x 3

Sever the Cord x 4

 

Quests (15)

Chasing A-Me 01 x 4

Your Fortune Awaits You x3

Torek’s Assault x4

Your Secret Awaits you x4

 

Good Hunting,

Aganej2

 


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