Extremely Budget Blue-Focused Assassin Zoo
3 Firebolt
3 Evermore Steward
3 High Rock Summoner
3 Shrieking Harpy
3 Wardcrafter
3 Camlorn Sentinel
3 Cunning Ally
3 Telvanni Arcanist
3 Varanis Courier
3 Deshaan Avenger
3 Elusive Schemer
3 Lightning Bolt
1 Sadras Agent
3 Tome of Alteration
3 Leaflurker
3 Fate Weaver
1 Quin’rawl Burglar
Extremely Budget Blue-Focused Assassin Zoo
3 [card]Firebolt[/card]
3 [card]Evermore Steward[/card]
3 [card]High Rock Summoner[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Wardcrafter[/card]
3 [card]Camlorn Sentinel[/card]
3 [card]Cunning Ally[/card]
3 [card]Telvanni Arcanist[/card]
3 [card]Varanis Courier[/card]
3 [card]Deshaan Avenger[/card]
3 [card]Elusive Schemer[/card]
3 [card]Lightning Bolt[/card]
1 [card]Sadras Agent[/card]
3 [card]Tome of Alteration[/card]
3 [card]Leaflurker[/card]
3 [card]Fate Weaver[/card]
1 [card]Quin’rawl Burglar[/card]
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Assassin deck
Mid-Range
0 | 6 | 12 | 12 | 13 | 3 | 4 | 0 |
Last Gasp | 13 |
Prophecy | 12 |
Guard | 10 |
Ward | 6 |
Drain | 1 |
Pilfer | 1 |
Regenerate | 0 |
Lethal | 0 |
Breakthrough | 0 |
Charge | 0 |
Considering the low soul gem cost to build, this deck gets the job done when it comes to effectively trading while maintaining card advantage thanks to the draw power and card discover that is naturally built in.
The cards selected for this deck vary in purpose from card advantage to stat value to utility. Guards are a mandatory inclusion as your primary loss condition besides getting out valued or out card-advantaged (neither of which is likely to happen) is dying to rush without having ample blockers. With 12 cards that provide raw draw power and 12 that discover more cards for you, you will not be lacking on resources.
The Viper and Leaflurkers provide the best value removal for big threats. You can opt to mingle in lower cost drops with the lethal keyword if you prefer, but I find that this deck has sufficient removal for all but the biggest boss monsters otherwise.
Final note: At first glance, it seems like the deck would be lacking in late game damage. High Rock Summoner provides a few late game cards to address this issue. But more pertinent is the fact that once the deck gets rolling, you will actually have considerably more cards than you can spend your mana on in the first 8-9 turns, especially if the opponent wants to pop your runes early. If you play your cards right, you should have a huge board advantage by turn 7-8 and can start loading up for a 1-2 turn push for lethal damage.
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