Miracle Pudding / Rats 'n' Bunnies

7 years by Cantor, for scrolls version: 0.131.0, with a Score of 0
Deck as image (WIP)
15 6 12 11 0 0 3 3 0
1 2 3 4 5 6 7 8 9
1 Ragged Wolf x3
1 Bunny x3
1 Vaettr of the Wild x3
1 Mangy Rat x3
1 Beast Rat x3
2 Sister of the Fox x3
2 Nog Nest x3
3 Crimson Bull x3
3 Noaidi x3
3 Budding Retreat x3
3 Budding Vaettr x3
4 Brother of the Wolf x3
4 Fertile Soil x2
4 Rat King x3
4 Ancestral Pact x3
7 Necrogeddon x3
8 God Hand x3

This is my latest version of the infamous "miracle pudding" deck.  But since that is a silly name, I try to call it Rats 'n' Bunnies now and then.


How it works:  You play carefully with your hand in mind, with the goal of rapidly generating resources using Budding Retreat/Vaettr to unleash a very quick Godhand or Necrogeddon.  Avoid the temptation to play your cards just because you can get them on the board.  They are often stronger in your hand to be played later.  -more detail later for those who are not familiar with the deck-


Other card choices:  Skythorn, Rekindled spirit, Culling the flock, Rally, Essence Feast.


Why I chose this selection:  Skythorn I find too slow and requiring too much investment to get the payoff, and too vulnerable to opposing units.  It just doesn't do enough on its own.  The card you have to spend to get it to draw into your combo are often quite good combo pieces on their own.  I've recently returned to using Brother of the Wolf since being able to spawn a unit for free accelerates your resource engine immensely, with less budding effects in the deck (lingers not being stackable) I'm finding what it bring more valuable than it was on test.  Culling the flock, Rally, and Essence feast are more suited to a mono growth version, (since they are more reliant on beasts) I still find generating wild fairly easy with practice, and the powerlevel of necrogeddon is too good to pass up, so I did not go this route.


Details:  If you are playing a unit when you are not casting necrogeddon or godhand it better be on this list:  vaettr, sister of the fox, nog nest, or brother of the wolf.  (This isn't quite a strict rule, for instance you may need to play out a bunny to block an attack from hitting a Budding Vaettr or nog nest, but when learning the deck, it is a good rule of thumb)  The nog nest and brother of the wolf should be used to try to generate free resources by having their spawns occur when you have a budding effect in play.  Try to recoup the losses you spent on these cards before you could build a combo using Ancestral Pact.  Later in the game you will usually not want to use nog nest anymore.  It's primary purpose is to enable turn 5 combos, and later it becomes too slow once you have the resources for more immediate plays.  Try not to ever sac Noaidi, Rat King, or Budding Vaettr.  They are generally the 3 more important cards to enable this strategy.


- I expect most people reading this will already know how this deck works, but I also realize that if you don't it likely is still confusing, I might add more explaination if there is demand for it.



    "If you are playing a unit when you are not casting necrogeddon or godhand it better be on this list: vaettr, sister of the fox, nog nest, or brother of the wolf."

    Would you play a vaettr of the wild early on to ramp up your resources or do you save this card for later? Also, I'd be interested to know what the early game should look like, especially sacrificing.


      I generally play my vaettr of the wilds. If your hand has no support for making a combo, and you're afraid they might die to brain lice, then maybe its better to hold them or use them as sacrifices. But generally its very good to keep them alive to make your plays 1 resource easier. They aren't beasts so they don't actually do much on the combo turn, so they should be played earlier.

      Early game goals depend a lot on your hand. Generally either you are trying to draw a lot trying to find budding effects, often sacing for scrolls on 2 resources. Or you are trying to get nog nests down fast so you can combo during the turn the nests hatch. The general outline is to play the units from that list to enable your combo. If you don't have your combo, protect them / recoup your losses using ancestral pact.

      54% Creatures (27) 6% Structures (3) 40% Spells (20)
      88% Growth (44) 12% Decay (6)