– Re: Mindless Decks?
In Reply To
I do not find playing my blood orb deck to involve any less thinking than most decks; actually I find the contrary. Most of the thought revolves around when to sacrifice rather than leave a minion for a suicide block, and when to expend an expensive slavers or bodyswap card. This may easily be just a difference of opinion, but I would like to post my deck, hoping you might try it a few games to see if that changes your opinion. (I assume a player of your level has access to these cards; it is definitely not worth buying them if you don't.) Then I will share a snippet of a recent game that illustrates the thought that can go into playing a match with it.
4 kobo summoners
4 darkling schemers
4 kobo miners
4 kobo tunnelrunners
4 ominous eggs
4 darkling slavers
4 undead tritons
4 cloud of bats
4 blood orb
This is the most successful blood orb deck I have put together. I have encountered others with considerably more muscle and they play quite differently. At least for me (and it may have to do with my poor deck designs, my poor play, or general bad luck in drawing cards), muscle versions don't work as well.
In a recent game (which I eventually lost) I encountered the following. My opponent, with opening move, played an aquamancer -- bad news for this deck. As I had no slaver, I responded with a blood orb and a darkling schemer which I immediately sacrificed, both for damage and to prevent aquamancer growth (not that the growth would really matter here -- in my deck, only slavers can possibly remove an aquamancer). My opponent plays a deepsea thing. Here is where it gets interesting. I face a board with an enemy aquamancer and deepsea thing vs. my single blood orb. In hand, I hold an undead triton, a bodyswap, a cloud of bats, and two more schemers. What do I play? The situation is pretty bleak. The !%##?! aquamancer effectively prevents any blocking of the deepsea thing; in fact it will prevent long-term blocking of anything through the entire game. Even a bodyswap only temporarily reduces the deepsea thing. And given what I see, I fully expect my opponent's deck to contain cards like voltas, energize, more aquamancers, etc. Even if I had drawn a darkling slavers, I could not keep up with cards I needed to slave. What would you do?
Here is what I finally figured out: I played a cloud of bats! I sacrificed the one in front of the aquamancer and shuffled the others. Then I tapped my deck (in retrospect, it might have been better to play the undead triton opposite the aquamancer to force the aquamancer to deal with the triton and spare myself a bit of damage but I think that is one of the decisions that really does not alter the game in a significant way). Next round I moved a bat opposite the deepsea thing and used bodyswap. With the deepsea thing at 0 strength, it, at least, was neutralized. That maneuver bought me enough time that I was able to reduce my opponent to 4 health before losing. Had I gotten a little better draw (I never did get a second blood orb or a miner to summon one, and if I got a slaver, it was far too late to be able to afford), I might have won.
The point of this example is twofold. First, it shows how creative decisions enter into blood orb play. Second, it shows how very common and natural features of an opposing deck can be used to cope with blood orbs.
You are right, I meant orb decks (and have edited a correction in the original post).