Decimation Control

8 years by Lythes, for scrolls version: 1.2.1, with a Score of 2
Deck as image (WIP)
50
6 21 12 2 6 0 3 0 0
1 2 3 4 5 6 7 8 9
1 Eye of Eagle x3
1 Summons x3
2 Kabonk x3
2 Frost Gale x3
2 Ranger's Bane x3
2 Faith Chains x3
2 Woodland Memorial x3
2 Sister of the Fox x3
2 Nog Nest x3
3 Heritage x3
3 Stone Pact Memorial x3
3 Decimation x3
3 Somata Shift x3
4 Fertile Soil x2
5 Quake x3
5 Kinfolk Veteran x3
7 Imperial Resources x3

                     About this deck:

this is meant to be a fun-deck, you may not want to play it because you want to reach a high ranking, but because you want some fun :)

If you ever wanted to play more than 10 scrolls per round, then this is the right deck for you !

Cons:

-the early game (most likely the first 5 turns) might be a bit weak, but there should be enough global damage to make up for that

-this deck relies a lot on magic damage to clear its way through the enemies units, so if your opponent manages to put some magic resistance on the field this might lead to a huge problem

-units with ward can be a problem if your opponent manages to heal them fast enough

Pros:

-heavy card draw (one of the best i have ever seen in this game)

-heavy resource gain (an average of about 13 resources in round 10)

-amazing card synergies

-killing off the enemies idols without attacking is so much fun :)

-most of the cards in this deck are quite cheap, so you might be able to purchase all the scrolls needed with few effort

 

          

Decimation:

You need to finnish off an idol, or need that 1 more damage to kill that annoying enemy unit ? then decimation solves this for you in no time. see it as an expensive frost gale with idol damage to make up for the higher resource cost

          

Eye of Eagle:

Since there are only 2 different types of creatures in this deck (Sister of the Fox and Kinfolk Veteran), this scroll is a save draw for one of those, so, once you play it, you either get a unit with a card draw, that lets you draw further into your deck, or you get a hasted unit, which acts like a surprising removal most of the time you play it.

Furthermore Eye of the Eagle triggers your Woodland Memorials, and lets you draw further into the deck.

          

Faith Chains:

This scroll is one of your killing options in this deck. One of them means 5 idol damage, which is huge. Play it on either a Sister of the Fox, or a Kinfolk Veteran.

          

Fertile Soil:

A perfect card draw engine. But since there is only a few creatures in this deck, and you already have lots of card draw 2 of them in your deck should be fairly enough. This is also a great tool to get rid of one of your creatures, which is enchanted with Faith Chains or Heritage.

          

Frost Gale:

You will need this scroll a lot to finnish off everything your opponent puts on the board, so this is one of the key-cards of this deck, and pretty much needed anytime.

          

Heritage:

This card is a great card draw engine and has some amazing synergies with several cards of your deck. You can play it on creatures which you want to sacrifice, or which are about to die, play it on a nog nest, because a nog nest will be destroyed anyways, or, and this is my favoured combo, play it on a Woodland Momorial to trigger it and draw 2 cards immediately.

          

Imperial Resources:

Amazing card draw, bonus resources and a heal for your damaged idols, and all of that in one card. So a great card overall and your favoured late game draw engine.

          

Kabonk:

There will always be that moment, when you need that 1 more damage to finnish off something annoying, or you will want to weaken a unit with a lot of HP. Since Kabonk lets you draw a card when you play it, you don't lose anything by playing it. It is very cheap and a great card for the early game.

          

Kinfolk Veteran:

The most important creature in this deck. You play Somata shift, so you want something amazing in your deck. A turn 3 Veteran can win you early game trades, clear off annoying enemy units and be a nuisance for your opponent at any stage of a match. A Kinfolk Veteran can also weaken enemy units with lots of health, so they get into range for your Frost Gale, Kabonk, Decimation, Quake, or into range for your Ranger's Bane.

          

Nog Nest:

A mandatory scroll for the early game. Getting those 2 Nogs out of it is a huge advantage, especially in the early game, so although this deck might be a bit weak in the early stages of a match, the Nog Nest is one of the scrolls that can make your deck shine there.
It is also a great target for a Heritage, and is able to survive a Quake at full life.

          

Quake:

This is your heavy mass removal at pretty much every stage of the game. Keep in mind to NEVER sacrifice one, because you will need every single one of those to keep you alive! 

A major scroll, especially against creature-heavy decks.

          

Ranger's Bane:

Sadly there is no such thing as a Brain Lice, neither in Growth, nor in Order, so you will have to go with this one. Despite having no card draw when the enchanted creature dies, Ranger's Bane is quite cheap with its cost of only 2 growth, and can be very usefull when you need to shred down the health of a tanky enemy creature.

          

Sister of the Fox:

The Sister of the Fox is one of the 2 different creature spells in this deck. A very cheap creature with a built-in card draw. A great blocker, as well as a great goal for your Faith Chains, Heritage, or for you Fertile Soil.

          

Somata Shift:

An amazing scroll to get your few creatures on the board, giving you the chance to either get a Kinfolk Veteran to attack your opponent, or to get a Sister of the Fox with 2 health and a built-in card draw.

          

Stone Pact Memorial:

With this card you get 1 immediate order as well as an additional blocker to save your idols from getting too much damage.

Also a possible target for your Heritage.

          

Summons:

A save draw for a structure spell, and lets you draw further into your deck. Summons leads to your resource advantage when you draw a Memorial with it or it leads to an early Nog Nest, which can be indispensable for the early game.

          

Woodland Memorial:

One of your resource ramp scrolls. Can be triggered with pretty much everything in your deck (but still my preferred combo is a Woodland Memorial into a Heritage).

                     

Lythes

    I will probably take your advice about adding a third Fertile Soil as well as 3x Rat King into account, since you are the third person to recommend adding exactly those scrolls !

    So there might be an improved version of this deck coming out soon.

    For the time remaining i wish you all lots of fun with this deck.

    Actionholic

      After playing it a bit against AI and never losing a game I decided to give it a real test and took it to ranked at 1750 level. I got absolutely smocked 3 or 4 games in a row. I know Go Draw isn't super competitive deck, but I think I'm fairly decent with it (reached 1800 playing it before) and I wasn't even close in any of those games. Power of the Go Draw comes from being able to spam the board with rats to slow down your enemy and then explode with godhand + vanguard or some other combo. This deck has neither and all the removal is just not enough to keep up with your opponent. At the very least you need to cut something and put rat king in since it won't interfere with your somatha. At that point you need one more fertile soil because it's great value when played on a rat. Should improve the deck a bit but probably won't make it viable in ranked still.

      Actionholic

        Very interesting take on Go Draw. Pretty unique. I played a lot of Go Draw and was surprised this deck worked without Godhand. Of course it suffers from the same thing every Go Draw deck suffers: It's too slow against aggro decks. Your odds of winning against Tempo Order or Aggro Growth are about 20% is my guess.

        12% Creatures (6) 18% Structures (9) 52% Spells (26) 18% Enchantments (9)
        58% Growth (29) 42% Order (21)