Giant's Rage

9 years by ironballs, for scrolls version: 1.0.0, with a Score of 8
Deck as image (WIP)
50
6 12 15 11 0 3 4 0 0
1 2 3 4 5 6 7 8 9
1 Efficiency x3
1 Aging Knight x3
2 Kabonk x3
2 Spark x3
2 Law Memorial x3
2 Hired Smuggler x3
3 Speed x3
3 Tempo Theft x3
3 State Machine x3
3 Righteous Partisan x3
3 Infiltrate x3
4 Burn x3
4 Blind Rage x3
4 Clock Library x2
4 Solemn Giant x2
4 Reloras, Lord Knight x1
6 Arbalestier x3
7 Iron Ogre x2
7 Imperial Resources x2

Alpha_Century

    Did you think about playing pother in combination with oculus cannon or thunder surge?

    Keasby

      Any thoughts about using Oculus Cannons instead of State Machines? or even Forges?

      Verzuvius

        @ironballs, wasn't this my idea? xD

        ebass01

          I didn't think about the tempo theft on an enemy paired with the blind rage cool combo!

          ebass01

            Is this better or worse than Donkey's order decay deck?

            ironballs

              A bit worse, because harvesters can come online a turn faster than the first power play of this deck. at 2/2/2 resources u can harvester tempo theft. u need 2/3/2 with the 3 being either energy or order to make a tempo theft rage or infiltrate rage stabilize play. This turn 6-9 stabilize play is immensely important to control decks, they all have one, whether it be mangos, or quakes or gale+return.

              That said, in the late-game this is just as strong as a decay/order build. U have a very flexible removal package in kabonk, spark, burn and state machine which i think compares quite well with kabonk, soul steal, brain lice and damning curse.

              Arbys are arbys in either deck and combo well with thefts and the decks 26 spells.

              Ogre speed is your late-game harvester equivalant with the added benefit of also counting down naturally and being a massively powerful defensive unit.

              Solemn giants linchpin the deck. allowing for clever manipulations of countdown with tempo theft, that can also devastate a board with blind rage. And in the late-game he gets even better allowing for extraordinarily cost effective 8 damage spikes.

              The ramp is as effective i think; efficiency is a bit harder to use than vigor extraction but also supremely cost effective. Law memorial is arguably better than tethered recruit; providing a solid cheap wall that can absorb a hit and then fades into resources.

              With blind rage this deck is in a much better position to capitalize on both tempo theft and infiltrates. disabling a unit for several turns and doing big time aoe damage.

              Its weakest matchup is the same as decay/order's.. growth is the bane of control's existence and thats just one of those things that is.

              33.3% Creatures (17) 15.7% Structures (8) 51% Spells (26)
              47.1% Energy (24) 52.9% Order (27)