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Fury Road - Sorcerer Aggro 50/30

@ScourgeAlters

Constructed

Last updated 5 days ago

1027517159
Avatar (1)
1Sorcerer
Aura (1)
1Jihad
2
Artifact (4)
1Onyx Core
1
1Philosopher's Stone
1
1Ruby Core
1
1Torshammar Trinket
1
Minion (32)
2Pit Vipers
1
2Bosk Troll
2
2Swiven Scout
2
4Vile Imp
2
4Aramos Mercenaries
3
1Cave Trolls
3
3Colicky Dragonettes
3
3Quarrelsome Kobolds
3
3Root Spider
3
3Slumbering Giantess
3
3Petrosian Cavalry
4
1Sand Worm
4
1Courtesan Thaïs
5
Magic (13)
1Assorted Animals
3Common Sense
2
1Dispel
2
1Firebolts
2
1Blaze
3
1Bury
3
1Gigantism
4
1Infiltrate
4
2Earthquake
5
1Flame Wave
6
Site (30)
2Arid Desert
3Bedrock
3Gnome Hollows
1Holy Ground
2Imperial Road
1Mirror Realm
1Pillar of Zeiros
4Red Desert
4Remote Desert
2Rift Valley
1River of Flame
1Smokestacks of Gnaak
3Steppe
1The Colour Out of Space
1Vesuvius
Sideboard (10)
1Pit Vipers
1
1Torshammar Trinket
1
3Dispel
2
1Blaze
3
1Bury
3
1Heat Ray
3
1Clamor of Harpies
4
1Infiltrate
4
50 Spellbook / 30 Atlas / 10 Sideboard

36% cost

42% resource

63% cost

51% resource

0% cost

3% resource

0% cost

3% resource
@MisterPelo7 months ago
This deck looks solid! Thanks for sharing, and thanks for the primer.
@ScourgeAlters7 months ago
Thanks! I’m still tuning it but the core of the deck feels really good :)
@Smagby7 months ago
I plan on trying this one out! Have you thought about adding 1 divine healing in here somewhere?
@ScourgeAlters7 months ago
I used to have 2 Divine Healing in the sideboard along with an additional Earth site to support the threshold requirements. I've found that while Divine Healing can be good in some situations, it doesn't support the deck's gameplan and can be a dead draw in a lot of situations. Additionally, as Sorcerer, you only want to play 5-6 sites per game and with double Fire threshold requirements, you can end up in a spot where in order to cast Divine Healing, you would need to draw additional sites that you don't need the mana from just to hit triple Earth. I've had an opponent play three Divine Healing and Pillar for 12 and still lose the game because while they were Healing, they were not removing my threats. I have lost games to Divine Healinig but I've won the majority of games in which my opponent has cast one or more. It's a powerful card for sure but the threshold requirements is just too much for this particular deck to want it.
@Aircraft337 months ago
What about Crusade or Alvalinne Dryads?
@ScourgeAlters7 months ago
Avalinne Dryads is ramp but it's really bad if you're relying on that mana and your opponent kills them. Additionally, it's just not an aggressive minion so it doesn't really fit the plan of the deck. Crusade can be a powerful card and I was running Jihad for a while so that you could drop Imp, Dragonettes, or Kobolds on your opponent while they are on Death's Door. I eventually cut it because while it was powerful, I prefered to have anohter minion or burn spell in almost every senario that wasn't speciifically the very end of the game.
@Morgoth7 months ago
I.played a 4.rpund tournament and lost only to AoE. Playing Earth sites seems to make the MU more difficult, in that I can remove his threats but once the AoE starts moving and hits you it's a problem. Best cards against AoE?
@ScourgeAlters7 months ago
The best way to win against Avatar of Earth is to never play Rift Valley near the AoE. You need to start fast with 2-3 minions on the board and then be able to remove their first couple of minions while keeping the pressure on their life total. You'll often need to do things like suicide your Bosk Troll into their Pudge Butcher and then finish it off with a Vile Imp or Kobolds. You'll want to play as few Earth sites as possible but you still want two Earth sites so you can cast Earthquake, Witch, and Gigantism. If you can, play your two Earth Sites on your back row and then don't let the opponent push their Earth sites up close to yours. You'll want to make a wall up front of like 3 Deserts/Imperial Roads to split the Earth sites off. This will keep you from taking massive damage swings if they grapple into your home area. You will almost always have more minions than they do and you should be using them to push damage however you can. This often means that you need to damage their avatar just by blocking. Every Imp or Troll that you throw in front of their swings is going to be great for you.
@DREW6 months ago
March of the Mortals 2024 4th Place Decklist. Congratulations!
@Arland6 months ago
Thank you - took your deck to 5th at March of the Mortals 2024 - https://curiosa.io/decks/cltc5xjmi002xdcokqw35gpmn
@ScourgeAlters6 months ago
You’re welcome, @Arland! We actually played in the quarterfinals!
@Arland5 months ago
And I got completely destroyed IIRC - GGs my friend =)
@JMK5 months ago
Congrats on building the best aggro deck in the game. This is definitely the Sligh of Sorcery, and it will be remembered just as well.
@ScourgeAlters5 months ago
@Arland, you had a pretty poor start and I had the perfect answer to the Witch you dropped. GGs!
@ScourgeAlters5 months ago
@JMK, thanks for the love!
@TacoCat5 months ago
Why Wicked Witch? What does it actually accomplish in this deck?
@ScourgeAlters5 months ago
@Tacocat, the primary goal of this deck is to be aggro so Wicked Witch definitely looks out of place at first glance. There are meta lineups where you would want no copies and other metas where you'd want 2. Right now, I'm splitting the difference and running a single copy. Witch is insane with Blaze and this deck has a TON of small damage sources (Deserts, Imps, FIrebolts, etc.) that work really well with her. Against other aggro decks, you often aim to be more controlling and simply keep their minions off of the board. In these senarios, she is really, really good. She can also help debuff your own minions so that they can sneak onto Gnome Hollows. She can also save Kobolds if they get stranded and would otherwise have to kill themselves. Finally, she is a spellcaster which is very nice for using Firebolts as a finisher as it can often be difficult to reposition your Sorcerer to line up a shot.