Mana Curve

0 3 10 16 10 7 3 1

Cards Attributes

Card Distribution & Keywords

Guard 19
Treasure Hunt 7
Prophecy 6
Drain 3
Exalt 3
Regenerate 0
Rally 0
Slay 0
Wane 0
Wax 0
Ward 0
Pilfer 0
Breakthrough 0
Betray 0
Charge 0
Last Gasp 0
Assemble 0
Lethal 0
Plot 0


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Nightmother Cauldron

By: Lyra
View other Decks by Lyra
Posted: 5 months ago
Outdated (FrostSpark patch)
Crafting Cost: 20850crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Midrange deck playing around The Night Mother, cards with aoe damage, other supports, and support-synergy cards.

I've classified this as midrange, but it can be a much slower deck at times, depending on your draw and the plans of the enemy. My theory in calling it a midrange deck is that the tentative first goal of the deck is to put The Night Mother in play and then apply pressure, forcing the enemy to spend resources dealing with your other threats, while you whittle away at their health and hand until you've traded into enough defenders to trigger a lethal Night Mother burst of damage.

The perfect world draw for that strategy would be a starting hand and later draw of The Night Mother, Vivec City Pilgrim, Skyforge, Rapid Shot, Voice of Balance, Blood Dragon, and Cradlecrush Giant. In this scenario and with Ring of Magicka you would play a turn 1 Night Mother (Ring), turn 2 Vivec City Pilgrim, turn 3 Skyforge and Rapid Shot (Ring), turn 4 Voice of Balance (8-8 with guard, having all of its requirements fulfilled by Rapid Shot and Skyforge), turn 5 Blood Dragon to keep the pressure up, and turn 6 Cradlecrush Giant in a separate lane in which you've been placing Night Mother tokens, adding a dual threat.

Obviously I expect that full six turn sequence to literally never happen, notwithstanding less ideal but similar scenarios, which you should look out for, in which you both develop The Night Mother and typical midrange threats, can occur. Therefore progressions which enable a midrange tempo are possible.

A less nuts scenario could be, without Ring: turn 2 Night Mother, turn 3 Skaven Pyromancer killing two tokens, turn 4 Cloudrest Illusionist for a free trade by Skaven into whatever the opponent has played, into turn 5 Blood Dragon.

However, if you can't play something exactly on curve each turn, or if you don't find The Night Mother, you will either lack the typical threat of a midrange attack or the threat of a Night Mother victory, respectively. In these scenarios the deck will play out like a control deck, in which you instead in the early and midgame rely on various sources of healing and defensive options to buy you space to find and play the value-generating supports.

In such a scenario you're forced to take a backfoot and react to the opponent, but the midrange threats in the deck can suddenly become activated during the course of the game, enabling you to switch to offense earlier than a normal control deck. For example, if after defending endlessly you stay in the game by giving a Vivec City Pilgrim lucky enough to stick a turn some random item to offset the beating the opponent is giving you, and if you find and play literally any support even if it's immediately removed, you will have fulfilled all the requirements for Voice of Balance. Having done so, you can then play a 4 cost Voice of Balance, giving you enough remaining mana to either put an additional defender, perhaps in the other lane, or to finally develop an offensive card like Blood Dragon. Voice of Balance will almost certainly require the opponent to exchange multiple cards for it or reduce their attacking momentum with a tempo-loss to silence or expensively remove it via something like a Javelin. Territorial Viper or other immediate sources of lethal, which are all cheap, are the bane of such a defence, unfortunately.

Don't let me give you the impression that the deck is wholly reliant on Voice of Balance, he just happens to be the best card in the game as far as stats/cost + a keyword. Goldbrand, Wabbajack, and Orb of Vaermina can each provide just as effective means to finding clutch defences in the most dire of circumstances.

And so even if your draw and/or the opponent's play forces you to play this deck defensively and slowly, you have the chance to plop down The Night Mother, turning your successful defence into a growing attack.

Note that Feasting Hunger, already a good defensive option against aggressive decks, is made much more potent by the opponent's accumulation of Night Mother tokens granting extra healing without extra threats.

Over the last year or so I have found explicitly support control decks to be quite underwhelming. This deck tries to make the most of the strengths of some of those older decks whilst dodging their weaknesses. Notably I have omitted Elixir of Vitality and Tower Alchemist as well as sources of hard removal. These changes enable this deck to be less reactive, giving it offensive opportunities much sooner. Even when playing a control style, I find active defences more effective in this current meta.

Voice of Balance is obviously powerful, pay attention to which of his requirements you have already fulfilled even if you haven't drawn him yet. A 4 cost 8-8 guard is just as potent for offence as defence. The deck has five supports, six actions, and four items. Plunder, an action, creates items. Skyforge, a support, creates items (and immediately puts them into play). Rapid Shot is card draw and can help find the other pieces needed. Treasure Map, an item, is not only card draw, but when used on Ruin Archaeologist is general card draw and specifically support card draw simultaneously.

Aldora is included in the deck because she has the same requirements of Voice of Balance, with the caveat that she must be in play while they are drawn rather than for them to have been played.

Note that Orb of Vaermina could happen to draw one of these requirements as well.

The point of the deck is not to trigger the effects of Voice of Balance or Aldora, they are just incidental extra dynamics present which could help you find victory.

Treasure Map is obviously here to combo with Ruin Archaeologist, but don't feel like you need to save it if you could invoke an efficient trade with creatures already on-board by equipping it to one of them. So for example, if you have a Skaven Pyromancer in play and the enemy plays Galyn, feel free to equip the Pyromancer with Treasure Map and trade with Galyn, giving you a momentary card advantage.

Cauldron Keeper is here to increase the potential value of The Night Mother (really lets her flood the opposing board with tokens to kill, blocking up the enemy's lanes with them, sometimes forcing them to destroy them to summon useful creatures), Skyforge, Wabbajack, Vaermina, and Goldbrand. That being said, just as this deck rejects the other hard-support control cards, don't let yourself get caught up in obsessing over getting every possible bit of value. Therefore, even if you have no supports in play, don't be afraid to play Cauldron Keeper if you need a guard.

Even if you lose out on the extra support charge from order of development, Cauldron Keeper could still grant you extra value from a support played after her. Remember that a support developed first might get instantly removed, rendering the extra charge worthless. Additionally, if the enemy has to spend resources in reaction to your defence using Cauldron Keeper, they may lose the resource or opportunity to remove your support played later anyway. For example, a midrange Sorcerer deck might play a Shadowfen Priest to remove Cauldron Keeper's guard, making your support safe once you have the room to play it. Or another example: if you play Cauldron Keeper and she survives a turn, you might be able to play Goldbrand the following turn, take advantage of being able to use it twice on summon despite lacking the fourth charge. If in this scenario Goldbrand is removed the next turn, you will have still found extra value in Cauldron Keeper.

Cloudrest Illusionist is nice enough on her own, but she combos well with Grisly Gourmet.

I like having Dushnikh Yal Archer here since he's a guard who can setup or complete trades on-board while also offering some protection and who happens to also have support removal. However, if you don't feel a need for another guard and/or support removal, you could swap him out for some hard removal. Those options include Devour (scales well with Cloudrest Illusionist), Fell the Mighty, Writ of Execution (slower than the others but lacks their limitations), or just whichever of Javelin or Cast Into Time you prefer, if you don't mind modifying the curve.

Alternatively, Morag Tong Nightblade could be swapped in for Dushnick Yal Archer. She's not defensive at all, but she has good synergy with Night Mother since she both generates and enjoys slaying tokens. Additionally, while the most expensive action in this deck only costs 2 mana, playing her might make your opponent think you are running Unstoppable Rage, and they might hold creatures in their hand they could actually safely play, giving you a break from their onslaught.

I like Grisly Gourmet since he offers a body, has the potential to tilt the opponent, and creates a token for The Night Mother, which might heal one of your creatures in the process. However if you aren't a fan of him he could be swapped out for Execute, which would reduce the high number of 3 cost cards and provide another action for fulfilling Voice of Balance's requirements.

Another possibility for swapping out Grisly Gourmet or any other 3 cost card if you don't like them is to remove three copies in exchange for an additional copy of Skaven Pyromancer and Cradlecrush Giant, and/or one or two copies of Wrothgar Forge and/or Volendrung. The value of the creatures offering aoe damage should be clear in a Night Mother deck. The reasoning for the additional supports is that Wrothgar Forge will fulfill two of Voice of Balance's requirements and can turn the deck's defensive options into potential threats later in the game. Similarly Volendrung can turn any creature who sticks a turn into a threat with Breakthrough, and it benefits from Cauldron Keeper.

So I realize that this deck looks pretty silly, but surprisingly I've found it to be very successful so far on the ladder. It usually can't attack as well as a normal midrange Crusader deck, and it can't control as well as a conventional control deck, support variety or otherwise, but despite this it proves quite versatile and resilient. I suppose it's a hybrid midrange-control deck.

Unfortunately, crafting-wise this might be too expensive for many players. Eight of the ten legendaries don't come with an expansion, and of these only Dawnbreaker and Blood Dragon are played to any common extent. Six of the epics, Voice of Balance and Cauldron Keeper are not commonly played, found only in niche deck archetypes.

What's worse is I really can't offer any collection-based substitutions. The few examples I provided earlier for card swaps all involve comparable rarity exchanges. Ironically, the only legendaries I can say are not explicitly essential are the legendaries most commonly played and therefore worth crafting, which defeats the purpose of offering substitutions. Likewise, the nonessential epics are those you probably already have. Thus the cards that most easily be swapped out are most of the commons and rares, which wouldn't be a problem to craft if you were missing them. Sorry.

The good news is that if you have the collection needed to run this deck, you have some really fun wins in your ladder future. If I failed to make clear any aspect of this deck please let me know, and I can clarify whatever you find confusing, be it tactics or card choices.

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You just inspired me to change my Support Crusader. Have my upvote and follow.
1 Reply
Lyra 5 months ago
Thanks! Let me know if anything you do differently seems to work particularly well.
Ruben Pianego... 5 months ago
Lyra wrote:
Thanks! Let me know if anything you do differently seems to work particularly well.

Well i use volendrung and the breakthrough elixir for example to buff my creatures.
And wolf cage to generate more.
Otherwise its not particulalrly different.
Except that i really focus on control only elements and i do not have any treasure hunts in it like you do. Thus id say its not a midrange but rather a real control deck.
I had some moderate success with it because nobody expects it. I wouldn't say its particularly special just something unconventional.
What i can say is that it has more to its roster than just letting your opponent conceide like support mage had.
My deck has better creature generation and buffing cappabbilities.

You can check it out if you want and give me some feedback.
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