Spiders in the Darkness
- Last updated Dec 8, 2017 (Kobolds Patch)
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Wild
- 13 Minions
- 15 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Tempo Rogue
- Crafting Cost: 11140
- Dust Needed: Loading Collection
- Created: 12/4/2017 (Marin's Treasure)
- jsager99
- Registered User
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Total Deck Rating
261
The purpose of this deck is simple: flood your deck with 4/4 spider ambushes and use strong draw mechanics to keep playing them for free, gaining a massive tempo advantage. While using these to chip away at the enemy's life total, you can summon the darkness as a final threat that can come into play immediately upon an unfavorable draw.
When possible, after playing Fal'dorei Strider, Shadowstep it and replay it the next turn. This combo will put 8 free 4/4 spiders into your deck, which equates to about a third of the cards in your deck. As they draw a card when drawn, the ambushes can trigger off of each other and chain multiple 4/4s while not interrupting your draw tempo or costing any addition mana. To put the level of value in this combo into perspective, the three cards to set this up cost 12-mana over three turns [4+(2+2)+4] but produce a maximum of 54/55 in future stats with no additional mana investment.
Do not play The Darkness on curve because that will destroy any tempo you are trying to create. Play him AFTER you play Valeera the Hollow and use her power to create a copy and send an additional 3 Darkness Candles into your opponent's deck. This will double the reward of drawing the 3 candles while halving the average time it takes to do so.
It is important to note that this is NOT a mill deck nor do you want the opponent to mill cards once the darkness is on the field. You will outrace most decks to fatigue, albeit while summoning an unreasonable number of spiders and having the backstop of your weapon to prevent damage.
Like the idea, but it's too slow in my experience. Sad
Is arcane giant really a good call? I've been playing with the oil and Kingsbane combo with the new Kobold to good effect. 1 leaching poison seems to be decent enough, could cut it I guess. Along with doomsayers, this kit allows me to survive to late most games. New hunter is hard tho...
No healing, no lasting. If you don't get perfect draw might as well concede early. This deck does not work consistently at all. At all, not even close. Been playing it all night, it needs healing or lasting power -- it's just plain terrible if you don't draw 100% perfectly.
No board clear other than shitty vanish. Nothing. This deck needs tweaking.
You're right that the list, as it was, wasn't working against a lot of decks. I added in Kingsbane for removal and healing, and removed some bouncing because it really wasn't necessary. Try the new list and see how it works.
What do you even hard mulligan for? This deck is just all over the place - 20 games lost.
update; 27 games lost.
Update #2; switched to Kingsbane Miracle Rogue and have won all my games. This ^^ deck is bad.
Oh honey, it's ok. Did you need some remedial reading school? Try just you know, reading down a little bit. /patpat It's ok. It will get better hon!!!
Haven't been able to make this deck work at all yet. :/
As soon as I wrote this, my next game had better draw.
Any suggestion for Edwin VanCleef replacement or is that not possible
is valeera needed for this deck?
I'd consider dropping hallucination for Shiv and adding bloodmage for razorpedal, at least assuming you don't run two auctioneers.
Zola can also bring that Shadowcaster-like effect. Cheaper upfront mana investment for a more expensive and a beefier body down the road.
Without seeing the Darkness in action (and how much draw people are running in the meta) I don't see it fitting here. You'll potentially force your opponent to draw 2 additional cards once per game.
I like the vanish but it's a double edged sword you don't want those free spiders returning to your hand most of the time.
I agree with Sonya, I think her effect, esp when you have the ability to get value by bouncing her back to your hand or creating copies of her has a place with this type of design.
Just musing thou, like you said, it needs play-testing. I've fiddled with a list that's similar and I like the idea of running 3/2 combo draw two minions.
Edit: My statement on The Darkness assumes you can't bounce it to your hand (if you can....wow.....)
Kingsbane would make you immune to fatigue, you know ...
Always play the second one to create a new card in your deck
If you try this deck, I just realized something that you may want to try. Copying The Darkness with Valeera the Hollow will put 6 Darkness Candles into your opponent's deck on turn 10, and give you two copies of The Darkness. It is very likely that The Darkness is coded with a simple counter for candles, thus both will activate once your opponent has drawn three darkness candles, giving you two awakened copies of The Darkness while also doubling the chance of drawing the cards needed to awaken it.
You may be right and did consider removing one of the razorpetal lashers to fit in van cleef, but I think that the value of Sonya is extremely high in this deck, as it will let my recover my striders, oracles, and slayers to sustain the win condition and remove even more threats. Play-testing will tell.