Prophacy/Shift Assassin
1 Ungolim the Listener
3 Daring Cutpurse
3 Dune Stalker
3 Fighters Guild Recruit
2 Ice Spike
3 Mournhold Traitor
3 Shrieking Harpy
3 Blacksap Protector
3 Crushing Blow
3 Dune Smuggler
3 House Kinsman
3 Deshaan Avenger
3 Lightning Bolt
1 Moonlight Werebat
1 Tenmar Swiftclaw
2 Cliff Racer
3 Fate Weaver
3 Ransack
1 Tazkad the Packmaster
Prophacy/Shift Assassin
1 [card]Ungolim the Listener[/card]
3 [card]Daring Cutpurse[/card]
3 [card]Dune Stalker[/card]
3 [card]Fighters Guild Recruit[/card]
2 [card]Ice Spike[/card]
3 [card]Mournhold Traitor[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Blacksap Protector[/card]
3 [card]Crushing Blow[/card]
3 [card]Dune Smuggler[/card]
3 [card]House Kinsman[/card]
3 [card]Deshaan Avenger[/card]
3 [card]Lightning Bolt[/card]
1 [card]Moonlight Werebat[/card]
1 [card]Tenmar Swiftclaw[/card]
2 [card]Cliff Racer[/card]
3 [card]Fate Weaver[/card]
3 [card]Ransack[/card]
1 [card]Tazkad the Packmaster[/card]
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Assassin deck
Aggro
0 | 4 | 17 | 12 | 8 | 2 | 6 | 1 |
It’s not cheap, and I did have to craft the Mournhold Traitors as they are pretty key to the early pressure you need. Also probably should craft the other two Moonlight Werebats as the prophecy/drain really comes in handy. I would drop the Swiftclaw as it is too easy to be removed, and drop an ice spike as well. Can also add the 3rd Cliff Racer for another Ice Bolt, but I’ve found some utility in Ice Bolt helping to get the life down while not giving up card advantage.
Basic goal is to go face as much as possible, don’t worry about breaking runes (don’t be stupid either though…). Ideally once you start running out of gas you will have various combinations for lethal available to you off of prophacies, or just using Shadow Shift/Dune Stalker to move a guy back and forth while drawing cards/fishing for lethal.
Mulligan anything over cost 3, and frequently you will even mulligan away cost 3 if you have no 2 drops. Don’t play for trades unless they are really juicy or necessary, keep on putting the damage on, and look for lethal combos around turns 6-8. If it goes past that you may be in trouble if your opponent has a lot of guard and or drain/heal.
Early game I find it better to put out the Mournhold Traitor over a Daring Cutpurse. Traitor seems to attract a lot of attention, which means on your 3rd or 4th majika turn you can get down a Cutpurse ‘safely’ and sometimes put a Fighters Guild Recruit out as well.
Don’t be afraid to hold Harpys back, but if you do get one down early don’t be afraid to use the Dune Stalker + other shift cards to pump it to a 4/4 (or more). Pressure pressure pressure, and by the time your opponent has stabilized the board you can start going face with your direct damage (which there is 34 of in this version!) Use the DD to clear out pesky guards or other major threats if it keeps a lot of damage on your board. Most of your creatures are 3+ power so by turn 4 you can have 12+ damage on the board, and if you can get it all to face, your opponent is screwed.
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