Blood Warriors Guild - Weekly Deck - NecroWolf

By: Blood Warriors ...
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Posted: 1 week ago
Updated: 1 week ago
Up to date (FrostSpark patch)
Crafting Cost: 19500crystal
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Deck Overview:

NecroWolf is a Control Spellsword deck that utilizes the powerful support cards Conjurer’s Spirit and Necromancer’s Amulet to provide near-infinite value. The general game plan is to try and dig for these combo pieces and set up your engine, while also utilizing a mix of heavy lifegain, guards and hard removal to stall into the late game.

This deck is the result of a collaboration between myself (WayneMcPain) and Justin Larson. Justin came up with the original concept of the deck and played it on stream a couple weeks ago, and I took that concept and made some changes to try and refine it and make it more consistent. With some further editing both by Justin, myself and BWG, this is the (semi) final version of the deck and what I believe is the most well rounded, consistent version thus far. There are certainly some tweaks you can make here and there depending on the meta, and we will go over those later.

Card Choices:

Execute: In the era of Telvanni Conscription dominance, Execute is one of the more versatile, cheap removal spells in the game. The prevalence and swingy nature of Goblin Skulk alone is worth running this card. In addition to Skulk, Execute deals with a lot of problem cards for Spellsword including lethal creatures like Archein Venomtongue, Fighter’s Guild Recruit and Sanctuary Pet. Although this deck doesn’t have the usual combo pieces like Harmony or Cloudrest Illusionist, I think that Execute is still worth slotting in, at least as a 2x.

Barrow Stalker: Not much needs to be said about Barrow Stalker except that in addition to a solid body, Guard and Drain, this card also can play a key role in triggering your Conjurer’s Spirits. It’s also a fine Galyn target in Aggro matchups and can be resurrected with Odirniran Necromancer in a pinch.

Bruma Profiteer: This unassuming 2 drop is actually a huge part of what makes your engine flexible. Sometimes it can be difficult to find a Necromancer’s Amulet, and this card makes it much easier to trigger Conjurer’s Spirit in a pinch. The incidental lifegain in Aggro matchups is also not to be dismissed. You may sometimes want to hang on to a Bruma Profiteer instead of playing it immediately so that you have a reliable way to trigger your supports later.

Wind Keep Spellsword: Not much to be said here either. It’s one of the best 2 drops in the game, trades with tons of stuff. Becomes a dangerous threat in its own right with a couple Divine Fervors on the board. Just a good card.

Conjurer’s Spirit: This is the card that makes this deck possible. With this and a Necromancer’s Amulet in play, everytime one of your creatures dies on your turn, you summon a 2/2 token. You can then use that 2/2 token next turn to trade, gain more life and generate more tokens, potentially generating near infinite value by constantly gaining life and creating free creatures. The tricky part is that you have to gain life on your turn which means that if your opponent is the one making the trades, you don’t get to trigger it off Amulet. For that reason cards like Bruma Profiteer can be hugely important for getting things started.

Dark Guardian: Originally this slot was occupied by Knight of Gnisis, which is also a fantastic 3 drop that has a lot more potential value and synergy with this deck. However, in a more aggro-centric ladder environment, Knight of Gnisis can sometimes be a little too slow and not nearly defensive enough. For that reason, since its towards the beginning of the season and Aggro is more prominent, Dark Guardian is a more balanced and responsible choice. Feel free to swap these out for Gnisis in a Control heavy meta.

Galyn the Shelterer: Also not a part of the original deck list, Galyn was added as a way to give some more flexibility and more late game options in Control mirrors. The most obvious and valuable target is Necromancer, however there are plenty of other great targets like Barrow Stalker, General Tullius, potentially even Wilds Incarnate. I would be wary of cloning cards that don’t replace themselves though since drawing your supports is a priority in certain matchups, so only hit cards like Dark Guardian or Barrow Stalker when you are the Control player and you need to survive against aggro.

Grisly Gourmet: Like Execute, this card can deal with a lot of potential problem cards like lethal creatures, Daggerfall Mage, Goblin Skulk, etc. Unlike Execute, it also leaves behind a body and transforms the creature which prevents it being reanimated later, which can be much more valuable than simply removing it.

Indoril Mastermind: Spellsword has famously few consistent draw options, so this Control variant relies very, very heavily on the Mastermind / Camel / Necromancer engine to dig for answers. While this package does give some much needed flexibility to the deck, you do need to be wary of digging too deep and decking yourself out. It’s never happened to me in testing, but it’s come close enough in some games to warrant caution.

Necromancer’s Amulet: The other half of the combo that makes up the value engine of the deck. Necromancer’s Amulet is arguably more important than Conjurer’s Spirit, however, since without it your Spirits are very difficult to trigger and you cannot stall as easily. Most decks don’t run enough support removal to deal with all of your supports, but if your opponent is smart, they will try and target Amulets first. If you are finding that these are too scarce, feel free to cut something to make room for a third.

Edict of Azura: It’s Spellsword, so we are running this card. One of the best removal spells in the game with an upside of being able to deal with opposing supports. There’s really not much to say except that it’s awesome.

Emperor’s Blade: The other Spellsword class card that is particularly useful in this deck. Often this card will compete with Hive Defender for the slot and Hive Defender’s additional toughness makes it a strong alternative. However, in this deck since you are relying on creature combat and life gain to stall, Emperor’s Blade gets the slot instead. It’s also quite important to note that the Slay ability will help trigger your Conjurer’s Spirits.

Merchant’s Camel: Helps you dig deep for answers or for your supports. Although this deck can’t make as much use of the body after it is summoned as Telvanni, it can still trade very favorably once a Divine Fervor or two are on the board.

Cast Into Time: It’s Piercing Javelin with an upside and the lack of Prophecy often is inconsequential here since we aren’t as concerned with tempo. In some matchups, like vs Ramp Warrior or other Unstoppable Rage decks, this card is going to be clutch in getting rid of powerful Rage targets. Against Conscription decks, although it may feel like a waste in terms of magicka efficiency, its best used on 2 drops in order to make your opponent’s later Conscriptions much less valuable. VS Conscription, I’ll sometimes very happily use Cast on Shrieking Harpy or Wardcrafter. It just depends on how much pressure you are under.

Divine Fervor: This is going to help you get a lot more mileage out of the tokens that you generate. Sometimes more importantly it will bait out support removal from your opponent, allowing you to keep your engine running. One of the big strengths of this deck is that you run more high priority supports than they can reasonably remove.

Flesh Atronach: This is your alternate win condition in slow matchups. Since you are generating a lot of tokens and using most of your creatures to trade, your graveyard is going to be super full come end game and Flesh Atronach can easily be at +20/+20 or more by the time you play it. Also worth noting that it is able to be reanimated by Necromancer.

General Tullius: If you don’t have this card, craft it. It is one of the most powerful cards in this deck. Not only does it do a great job of stalling and put multiple bodies on the board, but it has great synergy with many other pieces in the deck including Divine Fervor, Bruma Profiteer, Flesh Atronach and Odirniran Necromancer (which can resummon him).

Immolating Blast: Turns out, in a deck where you don’t care if your own creatures die, Immolating Blast is a very powerful AoE spell. This was originally included as a joke 1-of by Justin, but it was very quickly determined by us both that Immolating Blast was contributing heavily to our wins. It is great for dealing with Conscription boards, wide aggro like Crusader or Hlaalu, coming back against a flooded Midrange board, etc. In a lot of situations, Immolating Blast can actually be better than Ice Storm. After a lot of testing, I decided to up the quantity to 2x and I don’t regret it one bit.

Odirniran Necromancer: It’s the most versatile Control card in the game, period. Use it to bring back Barrow Stalkers and Dark Guardians vs aggro, Indoril Masterminds and Merchant’s Camels to draw, General Tullius to flood the board and Flesh Atronach for lethal threats. With some Divine Fervors out, it can even bring back Emperor’s Blades.

Wilds Incarnate: With so much life gain in the deck, you can sometimes even be able to trigger Wilds in midrange matchups for at least one card if not two. VS Control this is obviously a ton of value, putting out a large threatening body and drawing multiple cards. VS Aggro this card is just a giant, beefy guard and sometimes that’s all you need. It’s a very, very versatile card.

Blood Magic Lord: Only a 1x in this deck since most of your late game value is going to come from your supports, but it is nice to have a few expensive, high value cards.

Miraak, Dragonborn: Miraak is one of the best reasons to play Willpower Control. It just wins games.

Odahviing: You have two AoE spells in the game with Immolating Blast. Other than that, all of your removal is single target and most of your ways of dealing with the opponent’s board is by creature combat. Odahviing is often going to be the reset button you desperately need. Also, it’s really, really strong vs Conscription. Lastly, but not inconsequentially, it’s just a giant 10/10 body that you can use to close out a game.

Other Potential Includes:

I already mentioned above that Knight of Gnisis is a great sub in for Dark Guardian in a Control heavy meta. Another card that was originally in the list but was cut from this version is Imperial Might. Imperial Might is surprisingly clutch in a lot of matchups, but I wanted to try and shore up some weaknesses to Aggro with this version, so it got cut.

Justin Larson likes to include Ald Velothi Assassins in his version. He also includes a single copy of Pack Leader which is just a really strong aggressive 4 drop for slower matchups where you need to play the beatdown, and also has added synergy with Conjurer’s Spirit tokens. I think both of these cards are fantastic inclusions.

Matchups:

This deck has a couple of really, really rough matchups but for the most part it has game against just about anything.

VS Control: NecroWolf is really strong vs other control decks, including Telvanni Conscription. You can generally outvalue and outlast in these matchups on account of your powerful support engine. Generally speaking, you want to use your draw to dig for your engine pieces and try to assemble it as soon as you can. I like to play more like a slow Midrange deck in these matchups and put on a bit of pressure whenever possible.

However, it does have a particularly horrible matchup against Unstoppable Rage decks, although not all Rage matchups are created equal. VS Archer, this deck has a decent shot as long as you proactively deal with their lethal creatures which severely limits their removal. VS Crusader + Hlaalu, they are going to be able to beat you in card advantage a million times over, so I like to try and be aggressive so that they overdraw. VS Ramp Warrior, it’s as close to an auto lose as a matchup can get. Their ability to resurrect half their graveyard out of nowhere is going to outvalue you 9.99 times out of 10.

In all of these Rage matchups, they will have plenty of great targets since your entire strategy revolves around Token generation. You need to try and play around Rage, so I wouldn’t bother with the engine. Use your Cast Into Times very carefully and surgically to remove Rage / Sword targets before they can be abused. I don’t think that any of these matchups are completely unwinnable, but you are going to need an incredible amount of luck and play very, very smartly to have a shot and even then if you win it will be by the skin of your nose.


VS Midrange: I think this deck has a pretty reasonable midrange matchup due to the amount of hard removal you have at your disposal and copious amounts of life gain. Depending on how much pressure you are under, I think you can try and assemble the engine in these matchups, but it isn’t always necessary. Just try not to be too greedy, focus on controlling the board, utilize your removal well, and keep just about anything that gains you life.

VS Aggro: Forget the engine entirely and just try to survive. Ultra fast aggro can be a tough matchup since most of your removal options come in around turn 4-6. Any incidental life gain at all is going to be valuable so use those Barrow Stalkers and Bruma Profiteers. Dark Guardians and Barrow Stalkers are going to be your primary Galyn and Necromancer targets. Against wide aggro like Hlaalu and Token Crusader, Immolating Blast is going to be your best friend. Just play hard Control and focus on surviving and board control.

Opening Hand / Mulligan: Any of your 2 drops are going to be good to hang on to. If you think you are up against Control, you can hang on to parts of your engine, but I would be very careful about that since some people are playing Mid Telvanni and Mid Tribunal to try and surprise people, and you don’t want to be caught with an unplayable hand. Execute is best in the early game and you only have 2, so I would keep one if you find it in your opener. Galyn, Mastermind, Grisly Gourmet are all good 3 drops to hang on to, and sometimes Dark Guardian if you know you are against Aggro.

One particularly strong opener VS slower matchups is Barrow Stalker into Conjurer’s Spirit, since you can curve out into Spirit and trigger it immediately.

Final Thoughts:

Just want to throw out a very special thank you to Justin Larson for the concept and for working with me on refining the list. I think this is a very reasonable and unexpectedly strong Spellsword deck to take on the ladder and it has game against most of the decks you are likely to see. In a Control meta, this deck can absolutely destroy everything. So far, I have an overall winrate with the deck of close to 80%, with some of my only losses being against Unstoppable Rage decks. If you are looking for something different and unique to play that utilizes a playstyle that is very specific to Spellsword, give this deck a try.

Oh, and one more thing…

AWOOOOOO!

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4 Comments

Fantastic job on presenting this deck it looks amazing I’m about to try it to compare to the original. Any chance of this deck upgrading to Tribunal? Or even Redoran?
Ectar 1 week ago
I don't care for the necromancers in this deck and prefer to use Disciple of Namira for for card draw. I also use Crassius Favor instead of Flesh Atro and Aundae Clan Sorcerer instead of Wilds Incarnate. The extra healing helps trigger Conjuerers Spirit and the tokens also work well with the other replacements. I think the flesh atros and general tullius are particularly bad for just eating hard removal or being completely neutered by a silence. The Wilds Incarnate also never gonna trigger against aggro.
1 Reply
The_WayneMcPa... 4 days ago
If it's turn 7 against Aggro and you aren't dead, it's not the card draw that you need, it's the 5/6 Guard, and many times that can be enough to shut them down and stabilize.

Flesh Atros do get silenced and eat removal, but you've got 2 of them naturally and more since they can be revived with Necromancers. It's a consistent recurring threat, especially in Control mirrors. General Tullius is one of the best cards in the deck because he gives you so much immediate value. You get 3 bodies, one of which grows when your creatures die which is like all the time with this deck. You're getting multiple bodies to trigger Necro Amulet + Conjurer's Spirit combo. You get multiple triggers off Bruma Profiteer. You feed your Flesh Atronachs. You can recur him with Necromancers. You get guards in both lanes vs Aggro. Tullius is easily one of the best cards in the deck and if you don't run him, then you are majorly missing out.

Disciple of Namira is way, way more situational than Necromancer. You have to already have a board presence and a way to kill your creatures which isn't always presented. Necromancer isn't just there for draw, as I mentioned above he can pull a ton of good stuff from your graveyard including Tullius, Flesh Atro, even a Barrow Stalker when you need it. But even for draw, Necromancer is much more consistent and versatile than Disciple of Namira. Namira might draw you a few cards in a turn, but it isn't drawing you exactly what you want, necessarily. Necromancer pulling back Camel or Mastermind lets you dig deeper and pick the specific card that's best for your current situation, whether that is removal or pieces of your engine.

All said, I think that if you really think that Necromancer, Flesh Atro, Tullius and Wilds Incarnate aren't important for the deck to function, then it is pretty obvious that you haven't played the list enough to be well informed. You should really try to play with it as is a bit and practice before you make changes that remove some of the best parts of the deck.
Fantastic write up on this deck! Just wanted to say that since you first posted the list in the “Blood Warriors” Discord— and seeing Justin play it on stream — I’ve been using this list. Well, what I had of it anyways; but now that I have all the important cards (i.e General Tulius, and Flesh Atronach) along with a couple of others, it’s been one of my favorite lists. I had to get those cards with hard-earned dust, but it has been worth it. The deck plays just as you wrote, and I’m going to use it the rest of this season to hopefully get closer to Legend than I have before. The list can win against quite a variety of opponents with some practice.
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