Lance Shadowstalker, the Human Rogue. Lately, he's been a popular choice in quick matches, and I'll admit readily to hopping on that bandwagon from day one. Of course, that's not without reason.
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| Suck it, Altair. Black is back. |
The power of this deck lies entirely within Lance's tempo plays. Between Jasmine, Raven, and Anklebreaker, the deck has ten cards, a full quarter of the deck, that come down, disable an ally, and then stay in play after establishing board control.
Now, why is T5 so significant?
Ignore that all the best cards in the game, Plasma Behemoth, Soul Seeker, Dagger of Unmaking, Mind Control, Earthen Protector, Tidal Wave, all of them are T5 plays.
Ill-Gotten Gains costs 4.
Achilles' Lance is optimized to take advantage of the only unilateral draw engine in the game that doesn't have ANY penalty, tempo, life, or otherwise. The game revolves around pivotal T5 plays, not T4. Lance is one of the few decks with a strong play for the fourth turn, AND has a wide variety of five-drop solutions to take back that board after your opponent gets a turn or two of free reign, making it quite possibly the most consistently powerful deck in the game.
Mind you, other than IGG the deck doesn't have much in the way of draw... but you don't really need it. Your cards are just so much more valuable than your opponent's. Anklebreaker, Raven, Jasmine, Aeon, all of these cards are designed to keep multiple enemy allies in check at once. Very few decks can trade cards with you on a one for one basis.
Without further ado, I give you Achilles' Lance.