Death by a Thousand Cuts

Deck

Card Cost
Card Count by Guild
Derived from
None. Self-made deck here.
Inspiration for
None yet

WorldbreakersAK 19

This is a pure mid-range deck that takes the Void guild's strengths and complements them using the Earth migrate package.

The deck is designed around attacking at least once per round. You would almost always attack with just one follower in order to trigger Resourceful Aide, Callous Closer, and later Alamut Castle. Baleful Viper similarly works well when attacking on her own. Both Alamut Emissary and Silent Assassin are here for their bloodshed, and they combo well with Serpent Strike.

This brings us to the Raid events: the deck is using five of them, including the oft-forgotten Hide in Plain Sight (which is perfect for nabbing a point while damaging an opponent's location). Amazing Arithmetic and Raid the Mines are an invaluable economy boost and Stupefy can often take control players by surprise, especially late-game Marco Polo who is clutching to precious combo pieces. Yam Operator is here mostly for these Raid events, though occasionally she might play a Vicious Stab or Wild Boar Charge.

Unlike other Void decks, our economy is shallow (no Mythium Fund, Desperate Miners, or Moon splash). It's alright to skip Khurshah's ability if the mythium is needed elsewhere. We have enough tricks to control the board without it.

The Earth Migrate Package

Economy is one of the Void's greatest weaknesses and the combination of Dogtamer, Eagle Huntress, and Ger Migration addresses that gap well. Once we dabble into Earth, bringing a few additional 1-standing cards is trivial. Call to Arms is valuable card draw, Airag Maker pays you back for the initial standing (or provides migrate fuel), and Amu River Armorer is often a zero-mythium follower with a lot of flexibility due to the +1/+1 counter. Last but not least, Wild Boar Charge combines well with Khurshah's ability and with the bloodshed followers.

The Armorer's +1/+1 counter has many uses here. Placing it on Baleful Viper or Alamut Emissary could often spell trouble for your opponent. Furthermore, if they're playing a low-strength deck, adding one health to Novice Cutpurse could threaten a second trigger of his Response ability.

The rest of the deck rounds up the strategy with strong utility such as Irate Vandal or more economy with Gratuitous Gift and the two Apprentices. You close the game either with two big attacks on the wheel, or through Alamut Castle or Raider's Hideaway giving you the last few precious power.

Mulligan Suggestions

The deck's standing structure is relatively shallow. All of the Earth cards require just one standing, and even when looking at Void, only 6 cards require more than one standing. This means that you can mulligan relatively conservatively and focus on economy and utility, rather than digging for standing. The following cards are an automatic keep, in order of importance:

The mulligan math changes somewhat if you're going first or if you suspect your opponent might not have a turn-1 follower. In these cases, an early Baleful Viper or a Yam Operator into Raid the Mines (or even Stupefy!) could go a long way.

Remember that this is a mid-range game. Focus on tempo and scoring that early power. Then, when your opponent stabilizes, just drain them for the leftovers using Hide in Plain Sight and Cunning Reclaimer, or build your own wall and finish the job with the locations.

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