Summoner doesn't use
Fastbond well. I wanted
Land Tax +
Fastbond, but since I ditched the old COP: Green combo for
Spirit Link instead, the deck needs speed a lot more. It isn't resilient like black decks with contract. Multiple tests convinced me that multiple Libraries are essential, and I'd often need to pay life (despite having
Untamed Wilds' shuffle) because I needed cards if my first
Force of Nature got beaten. And that much
Sylvan Library use made me super weak to aggro, so, after a lot of testing; decided that there was no way this deck could match other henchmen by playing fair, so 3x
Forcefield.
If anyone's interested, here's a couple normal enemy decklists that I massively overhauled while keeping a theme intact:
WITCH (B, Tier 1, 40 gold bribe)
24
Swamp4x
Cuombajj Witches4x
Wall of Bone2x
Frozen Shade2x
Nightmare4x
Weakness4x
Spirit Shackle3x
Drain Life3x
Syphon Soul3x
Raise Dead2x
Sacrifice2x
Terror3x
Throne of BoneNote: These decks sideboard
Oubliette/
Ashes to Ashes in place of Terrors vs other Black.
So the original game's Witch decklist was one of the better ones, that gave starting players a lot of trouble. Colours without anti-regenerator removal (-
X/-
X or exile) had issues beating Witches for no fault of their own. That was frustating, and is a large reason for the change. Its probably a controversial change, since the basic 4x Disk + Regenerators list was very iconic; but a tier 1 deck having 8x rare-equivalents (Wisp and Disk) feels unfair to other Tier 1 decks; and was infact a large reason for the deck's success: Wisp was the only flying regenerator, and without drawing a Disk the deck did nothing at all.
And there's this nice card:
Cuombajj Witches. Its a cheap pinger, with a minor downside; but having 3 toughness plus coming down a turn earlier probably makes it better than
Prodigal Sorcerer. Since the enemy is called 'WITCH', it was a natural direction to take the deck towards.
This deck is a mediocre control deck. It's main theme is to control your board with the help of its Witches (a lot of early creatures have 1 toughness, making a Witch equivalent to a boardwipe over multiple turns). It plays no 1-toughness creatures that can be killed by the backlash of the Witches' ability; it has a lifegain theme because in absence of killable stuff; the backlash will hit their face; and it has a lot of wincons for a control list;
Nightmare,
Frozen Shade,
Drain Life, and
Raise Dead (though it is mostly for your Witches).
I don't think this deck is too strong, though. While it is indeed stacked with removal, it has no card draw, plays a bunch of bad spells like
Sacrifice,
Throne of Bone,
Syphon Soul; and
Spirit Shackle,
Wall of Bone are both below average too, despite being relevant to the game. If you don't bumrush these girls with your starting 5-colour nonsense, and take your time looking through towns for good cards of your colour, you have a decent chance of beating them. Also, if they ante a
Nightmare, take the fight!
Nightmare is an incredible card; this also encourages the habit of checking the ante before deciding whether to fight or bribe.
VAMPIRE LORD (B, Tier 4, 80 gold bribe)
23
Swamp4x
Sengir Vampire3x
Sorceress Queen3x
Nettling Imp3x
Vampire Bats3x
Animate Dead2x
Weakness3x
Drain Life4x
Dark Ritual4x
Terror4x
Fellwar Stone2x
Jayemdae Tome2x
Rod of RuinBasically the upgraded black control deck. This is something I am aiming for, each colour will have 1 inefficient aggro, 1 inefficient control (the early game chump enemies); and 1 efficient aggro, and 1 efficient control. The 5th normal deck usually is has a somewhat combo-ish theme; as I'll be describe next, with the Warlock. Black's inefficient control is Witch, inefficient aggro is Undead Knight (which now has only 2x
Bad Moon; a 40-gold bribe deck having 4x of one of the best aggro rares along with almost-rare
Hypnotic Specter is a bit too much for early game). This is the efficient control, the efficient aggro is Nether Fiend; and the combo is the Warlock.
So, the first thing you'll notice is that the Mana Vaults are gone. Well, I just have stopped putting mana vaults in any deck that cannot typically win by turn 5; because the AI is incapable of ever untapping their vaults. Mana Vaults are there in the high-power decks, because you can't cheese a Vault win vs them, they'll kill you before their vault damage becomes an issue even if they never untap it. This one though, isn't one of them. A turn 2
Sengir Vampire that can start attacking for 4 on turn 3, is just underwhelming, especially vs Humans who know to pack their decks with good removal. The intial decklist had
Sorceress Queen, so I kinda realised that the way the deck creator wanted to take this was to somehow force creatures to block
Sengir Vampire, and then
Sorceress Queen them to a 0/2, this way the creature dies, and the Vampire grows. But that's very unlikely to happen on the attack. What if, we had a taunt effect? Yep,
Nettling Imp. Its a good combo with
Royal Assassin, but that interaction takes away focus from
Sengir Vampire, plus Icy Manipulators are better with them anyway, so no Royal Assassins, just a 3x
Sorceress Queen, 3x
Nettling Imp, 3x
Animate Dead, 4x Vampire Lord package. Like how
Cuombajj Witches can pick off weaker creatures (especially in a coven of 2); just
Nettling Imp +
Sengir Vampire usually kill off a creature a turn, letting the vampire grow and fight even bigger stuff; and then the
Sorceress Queen comes down and can let the Vampire eat even stuff like
Force of Nature or
Lord of the Pit.
Vampire Bats are on-theme, and actually quite useful since they're flying 2/1, so they can eat any incoming attacker if there's a
Sorceress Queen on the field. The
Rod of Ruin is nice to have, as one on the field lets the
Sorceress Queen block something and activate its ability, then the Rod can deal the second point; and 2 at once allows you to ping creatures without need of a
Nettling Imp. The rest of the deck is just a bunch of removal, draw, and ramp for a turn 3
Sengir Vampire (turn 2
Fellwar Stone into turn 3
Dark Ritual), so the early Vampire strategy is still there, just a turn slower and happens less often, but makes this deck so much sweeter in exchange.
Edit: I just checked the rulings and apparently, you can use
Nettling Imp on tapped creatures and they'll still die EOT. Wtf? That's almost a
Royal Assassin! I didn't need do so much work with 3 combo pieces if all I needed was a
Icy Manipulator. Gah! Now I'm tempted to just replace the Rods with Manipulators, and 1x
Sorceress Queen with 1x Imp. Pshh...
WARLOCK (B, Tier 3, 70 gold bribe)
23x
Swamp4x
Hypnotic Specter3x
Demonic Hordes4x
Bog Wraith4x
Evil Presence2x
Animate Dead1x Contract From Below
4x
Drain Life4x
Dark Ritual3x
Terror2x Howl
From Beyond2x
Cyclopean Tomb4x
Fellwar StoneSo, the first thing you'll notice is the Contract. Hell yeah! No more wandering about hoping to encounter a Nomad Bazaar; you can now farm contracts from Warlocks. This is in fact, intended; each type of enemy has an okay-to-good rare that they can randomly ante, so you can obtain them without the RNG of Nomad Bazaar. As fights are harder, they also has to be more rewarding.
Anyways, as you can see, this deck merges two specific themes into one nasty thing. The original one,
Dark Ritual into
Hypnotic Specter, is now supplemented by Turn 2 Fellwar, Turn 4
Demonic Hordes (or in magical christmasland, even earlier). Since
Demonic Hordes are land destroyers, I decided to try out budget ponza (no
Sinkhole or
Blight, those are for
Sedge Troll); aka
Evil Presence and
Cyclopean Tomb. Funnily enough, this opened up some interesting synergies. First, Fellwar Stones now tap for B, so you can get some really big
Drain Life-s off; remember,
Drain Life is an iconic spell of the original Warlock. Second,
Bog Wraith is now a 3/3 unblockable for 4, that can be cast on turn 2 with a Ritual. That enhances our Ritual pay-off chance. If you've ever played Black Weenie in classic Shandalar, you'd know how much strong Bog Wraiths versus you. I've lost games where I've cast Contract twice just because of
Bog Wraith. This also kind of keeps the old Warlock theme of unblockable stuff there, in a fashion. Lastly, an actual unblockable creatures feeds into the big mana burn strategy; with 4x
Drain Life and 2x Howl, without unblockable stuff, Howl is just mediocre; but now, its a legit
X-burn. The list is rounded out by a little bit of cheap removal and 2x
Animate Dead, so that you can turn 2 reanimate your turn 1 Specter after it was Bolted. Oh, and the contract! You know what a Warlock is? A Demon-summoner/worshipper/ritualist; this just finishes out the trio.
Demonic Hordes is the Demon,
Dark Ritual is the, well, ritual; and this is the demonic pact he made to gain his powers. Pretty neat little bit of on-theme power.