Today, I'll share with you all one of the lists I'm tooling around with. It's nothing too original, but contains plenty of cards from the new set. Feel free to try it out yourself, or adapt it to fit your own style of play.
I bring you Zaladar's Infinite Control.
Hero (1)
- 1 Zaladar
Allies (16)
Abilities (21)
- 4 Word of the Prophet
- 2 Shriek of Vengeance
- 4 Bad Santa
- 2 Sacrificial Lamb
- 4 Shadow Font
- 1 Acid Jet
- 4 Mind Control
Items (2)
The deck plays very similarly to current Zaladar control decks. In Call of the Crystals, they're designed to keep the opponent off the board as much as possible while getting small shots in over time. Your win condition is pure attrition.
The new threats for shadow, Darkwood Wraith and Furrion Terror, help this immensely. Similar to Shadow Knight, these cards come down and give a little something back. However, they serve as disruption rather than a cantrip. It's like having a giant Death Mage Thaddeus.
Time for the card-by-card.
Zaladar - Why Zal over Elementalis? simple.
Lightning Strike.
Not only is removal great as an ability, but Zaladar can use it to harass the opposing hero while keeping the board clear. It's this recurring theme of doing two things at once that made the old Zal work, and Infinite Control is no different.
Infernal Gargoyle - While not as effective at immediate value, Stoneskin is pretty difficult to kill. This ally works well when there isn't yet a target to ping, and works well against an enemy Thaddeus, among other cards. Most opponents will struggle to deal a finishing blow to this ally.
Furrion Terror - The reasoning behind this card is the same as Thaddeus, but a slightly larger scale. While Zal might need +1 to deal with some early allies, later allies take more damage. When +1 isn't good enough, Furrion Terror provides +2. While it's true that he can sometimes hurt your own allies, he won't be responsible for killing them. Besides, you're bound to Sac Lamb some of them later anyways.
Shriek of Vengeance - Newsflash: Item destruction is good. Not only does this destroy all the same old cards you love to hate out, Shriek targets some new annoyances like Pride of the Mountain and Breastplate of Vitality.
Sacrificial Lamb - The other burst draw. Since the majority of your allies have immediate effect when played, you really don't mind losing them immediately for a card boost. Sac Lamb also works well on any allies that have been crippled, disabled, or otherwise rendered harmless while remaining in play.
Acid Jet - While without the cantrip effect of Ley Line Nexus, Acid Jet's advantages are threefold.
1. The lower resource cost.
2. The ability to target cards that cost less than five resources.
For all these reasons, I'm opting to play Jet over LLN.
Mind Control - This is that other card that people consider automatic inclusion in elemental decks, and for good reason. Straight-up removal is hard to come by in Shadow Era, and this card is removal plus some damage and potentially durability loss. The most feared removal in the game aside from Tidal Wave, Mind Control is definitely worth a full set of slots in Infinite Control.
Infinity Core - And finally, the card that gives Infinite Control its namesake. Infinity Core is the new card that combines the sustainability of Soul Reaper with the reshuffling of Eternal Renewal. It used to be that you had to choose one or the other, but no longer.
Think of Infinity Core as Hidden Machine on a card. You get Lone Wolf's constant stream of heals, plus the larger deck as if you brought millstalker's 60 card stack. The advantage, of course, is that unlike Hidden Machine you actually get to play allies.
The goal of Infinite Control early will be to get to five resources on turn five with as good a hand and as much life as possible. Don't be afraid to run out a gargoyle to tank early damage; Infinity Core ensures you won't run out of allies ever.
When you're up to five and five, you have a bit more leeway over your actions. Many of your large plays demand five resources, but others don't. If you have the extra cards, try to eventually get yourself up to at least seven resources. That's enough to make one of your largest plays and a burst draw or iCore activation at the same time.
There's a few new tricks, but it's more the same old tricks with new cards. One example is Darkwood Wraith, which lets you Retreat before a Bad Santa even if you're not a human hero.
Other than that, players already familiar with playing Zaladar should feel right at home. I encourage you to try it out for yourself, then adjust to your liking.
See you on the test server.
Boweh out.
have you made any adjustments to his deck after playtesting?
ReplyDeleteMaybe some 2resources ally like carnivor
ReplyDeleteAnd more acid jet
And true magma jackal is not that helpful
Why u include 4 DMT ? Since its unique..
he incudes 4 dmt because it is the most effective 3cc ally for the deck. Since it's unique, extra copies can be used for resources, or targeted by sac lamb.
DeleteIn addition to that, you want DMT in your hand ASAP to ensure 4 damage on turn 4 with Zal's ability and get rid of those nasty */4 foes.
Deletehey boweh, do you think you will ever write magic content again or are you done with the game for good?
ReplyDeleteThis is an excellent question, actually. All I will say is never say never. I still play Magic, though not as much as I did when writing YMtG, and the biggest reasons for that are about finances and the inconvenience of travel. If I ever have some dallah billz to burn, I might consider recording some MtGO drafts, or something of the like, but I can't see myself going back to Magic as I was before unless, say, Shadow Era ends up getting shut down and I need something new to talk about. Hopefully, though, that's not happening for a while yet.
Delete