My 14/18 card draw magic deck!

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Hello everyone,

It has been a while since I have posted any new decks, and for that I apologize for everyone but I have not been seeing any new interesting decks to post about with the current state of the meta being very stable despite the small balance changes that are being applied!

However, sometimes after having the meta being the same for a while, it shifts itself even without any balance updates being released and that is because the players themselves gets used to the deck that are being played most and thus start changing what they are playing and that creates a whole new meta of decks being played. And that is exactly what happened with me recently!

So I noticed that my Control Magic and Deception decks were not getting me the same results as before, so I decided to switch to card draw for a while and man did it do me wonders! So I will be sharing the deck with you all because it gave me the best results I ever had and also since I did not see a lot of card draw in the leaderboard for this week!

The Deck

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As you can see, the deck is very similar to any card draw out there, however, it does not contain any pyramid wardens nor Blade of Whiteplains like most of the decks now use which makes it a lot less expensive. Now do not get me wrong, those cards are excellent for this deck, but you can still make due without them!

Also my deck only have 1 cost reduction card which is the Warp Engineer because I focus more on face damage and board control sometimes with spells and creatures! Now let us take a look at the key cards I recently added to it:

Key additions

Iron-tooth Goblin

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This card helped me win tons of matches to say the least! Currently you can find tons of scenrios where it is useful because of how many relics there are used literally for every god! So it was the best addition I made for this deck and it really turned things around for me!

Vortimer the Volatile

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He indeed is a volatile card! You can use it for card draw, use it as an early game creature to clear with or get face damage with, use it to bait spells for your Oni to take control. It is a very useful card to have especially against creature relying opponents like war for example.

Pyrrhic Knowledge

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This is a good card to have to be able to reuse any of the spells that you might want again, whether it is to get extra face damage or clear board does not matter. Really useful but one copy of it is enough for me so you do not obliterate a lot of cards! You need all the cards you can use!

Tips against matchups

Now the most important thing about this deck, is the starting hand! This defines whether it is easier to win the game or you pretty much lost and it is the kick into the result of the game! The best skill you can learn for it is to get the best starting hand to make the game easier to manage! So I will be showing you the best starting hands for popular decks and why is it so.

Control Decks in general

Control decks are the best matchups you can ask for since you have all the time in the world to finish them off. And that means you have time to setup your hand and board and get damage in. So the best hand you can ask for is the best card drawing hand without spells in it:

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This would be a nice hand to have at the beginning! It will allow you to setup your hand early on to take control of the game and keep chunking your opponent's HP.

Against zombie death

Now here we do need card since it is always the most important thing, but at the same time it is important to have your relic removal and a big spell ready to use to clear an annoying creature since death have some annoying strong monsters early on:

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This hand will allow you to control the board early on while at the same time removing his annoying Necroscepter and also drawing some cards to establish your hand!

Against aggro war and Light

For these matchups I like to have a creature early on to use for clearing, a small spell and of course a card draw to get more cards. Since they rely heavily on early game control having a creature in hand can help get you through turn 2 and 3 better:

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A Tracking Bolt alongside a spell booster would not be bad too for wide board clearance against light!

Against aggro nature

Now nature can not kill you with only 4 or 5 turns and also is very annoyed usually by your opponent having creatures on board because they allow you to clear. So usually against nature I prefer to give him a bit of space for the first 2 turns then turn things around! and that is done by having a card draw alongside a Leyhoard Hatchling and maybe a spell!

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Not playing any card for the first 2 turns and then draw will allow you to play a Leyhoard Hatchling at 4 mana which will clear the most HP enemy creature. This way you also have a creature to swing with or bait a spell (which will slow the enemy tempo) and also a spell to clear more as well as a good hand!

Against Aggro Deception

The only way to win against this matchup I would say is to have a Tracking Bolt in addition to a spell booster for those annoying hidden creatures otherwise it is a lot tougher!

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This would be a good starting hand! You would want to bait out some spell out of him first if he has them and then use the Tracking Bolt to get more value out of it!

Final Thoughts

I must say this is not only the best results I ever had in the game, but it was also one of the most fun, complicated decks that requires you to focus and thing about every move you make which made it a lot more interesting and fun to use! I would definitely advice anyone who has the Ancient Texts and Form of Power which are the most expensive cards in the deck to try it out!

That was it for this post, I hope you liked it be sure to try card draw if you have not yet it is indeed one of the most interesting decks in the game and also rewarding at the moment! Be sure to drop a follow I would really appreciate and that and I hope everyone had an awesome weekend event! See you all on the next one!

Mad Love, Peace out <3