I am not a big fan of decks which do not have 4 cards per each card type.
If you structure a deck with less than 4 cards per card type you increase its flexibleness but the chance to have the combos decreases.
4x ancient ghosts - 5
4x bone dragons - 5
4x screaming skulls - 3
4x horrify - 2
4x miasma - 2
4x accursed - 3
4x dreamfeeder - 2
4x taken under - 4
4x mind transformer - 3
4x lost - 3
The cards which do not match well together are:
Ancient ghost with taken under/lost
taken under with anything else due to the casting cost
Bodyswap can be useful if opponent tries to stop the screaming skull with a stronger minion.
If you just put in game the screaming skull the opponent will focus on it. A Blood vapour could be also useful to distract your opponent - you need to make him lose focus with another card played in the same turn!
Body snatcher is a powerful creature but cannot be used as opening. It fits in decks with minions having high power/health.
You have both the options to cast other minions first or put minions in your discard pile.
If you choose the first option you must choose a limited number of body snatchers unless the deck is based on the strategy of destroying all creatures/sacrificing your creatures.
If you choose the second option you must find a way to draw more cards than the ones you play. Cards which make you draw other cards are useful in thus as well as high cost cards.
It is also worth to say that this card considers only power / health of other minions therefore you can choose minions with penalities such as time counters to have bigger creatures with the same casting cost just to inflate more the body snatchers.
At last please note that you can discard first due to the excess of cards and then play the body snatcher.
Ok so for some of the achievements I found I had to create a special deck, often they are then COMPLETELY useless in a real game. The body snatcher would have been something like this....
Basically the way to nibble away at the opponents health is using heatseekers, and lava giants (preferably with rooted behind them). Then each turn either lay small cards in every spare space and wait for them to be killed, or just discard them.
Don't have any gaps, fill them with defence barriers or little cards and patiently wait for the splat splat splat each turn while your lava giants throw rocks.
Post a picture of your deck when you get the achievement x
I'll actually suggest some achievements, after all this. I like the feminist deck idea; would add dragons deck (since they are split amongst factions, may be: finish with 5 dragons in play), number of opposing minions killed, finish opponent before 10 turns, no damage to minions, have opponent trigger 15 traps...
Hey Chat Curieux, please explain what Bourke Street mentioned of your tournament games. If lavapults & darkling slavers are one combo, how does it benefit you to hurt the minion you'll take to your side? Or do you use lavapult to protect the lane after taking a slave to your side?
I suspect it's actually 2 combos, one with lavapult, the other with the slavers. Well, then, what are these two combos? I'm interested!
To be honest I think he was just being kind as i really did have a terrible run. And you are right, it was two different combos. I did use the same darkling slaver to steal some of his forces when I was drawing no minions. I had a few sea dragons who bring a spell back from your discard pile, so the same slaver was used a few times.
The lavapaults are good behind a siren. She can hold the defence while they eat away at the opponent, then once her path is clear she can drag something else across and open up a gap for you.
Unfortunately for me he managed to lay his pyrohydras down early in the games, so the lavapaults just fuelled their wrath.
I have two suggestions for accomplishments:
1. Win with a deck containing no cards costing 3 or more manna to play.
2. Win while inflicting at least 20 damage to an opponent from sources other than minions.
I found that you can in fact "defend" (ie absorb a blow) with a minion that has quick. The problem you need to get around is that when your quick minion attacks the stronger minion, it dies. Leaving you open to take damage on opponents turn. If you place it AFTER your other minions attack he stays alive and well to save you from a potential killing blow.
In hindsight, it seems obvious. Maybe others overlooked this as well.... Who knows.