Royal Hatedrakes

By: Dorkpork
View other Decks by Dorkpork
Posted: 5 months ago
Updated: 5 months ago
Outdated (Madness patch)
Crafting Cost: 17200crystal
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+2
Slow down your opponent, limit their threats, and lock out the game.

Deck History:
The name Hatedrakes comes from the iconic Hatebears archetype of other card games, namely Magic: the Gathering. Hatebears was built around the same concept, but had lower to the ground, hyper efficient creatures--the bear part came from these creatures being the size of "grizzly bears" (2/2 for 2, or 2/1 for 2). Hatedrakes, as the name suggests, cares about dragons as the eventual game finisher.

Magic: the Gathering Comparisons:
Bedevilling Scamp - Trinisphere. An artifact (similar to Supports) for 3-mana that causes all spells (all nonland cards) to cost a minimum of 3. Though Trinisphere is not a staple in Hatebears, as it actually taxes its own cards pretty highly, Magic is a much quicker game than Legends, meaning Bedevilling Scamp can be towards the very bottom of your curve, thus it can be absolutely punishing to any decks playing low-cost cards.

Seducer Darkfire - Sanctum Prelate. A relatively new card, Prelate allows you to name a number and lock your opponent out of noncreature spells with that cost. A great card in traditional Hatebears as a way to shut off those pesky cheap and efficient cards, but it doesn't work quite like Darkfire. Because of Scamp's effect, the 0-2 cost cards your opponents attempt to play will cost 3. Meaning in conjunction with Scamp, Seducer Darkfire naming 3 prevents your opponents from playing any cards from the cost of 0 to 3. Seducer also allows you to turn off key costs of commonly played removal spells, which can be absolutely devastating.

Card Choices:
Shining Saint - I don't know why I like this card so much, but I do. Early on, it's not the best, but can be played just to trade something. Slightly later in the game, though, it can let you trade extremely well and pick up some major tempo.

Prison Ship - I could be wrong with this one. I could be very wrong. In any other deck, I'd say it'd be absolutely unplayable. But here I figure it forces removal spells to be used terribly, and otherwise both slows down your opponent's aggression, makes their trades less efficient, and keeps your life higher for longer.

Withered Hand Cultist - When I first saw this card, I knew Hatebears could be possible in Legends. It's really, really, really hard to make a deck that effectively uses this guy to his true potential. Yeah, you can just throw him in to a stompy beatdown deck as a way to protect your boardstate when you're approaching those scary long-game turn 5's and 6's and 7's. But you can also use him proactively against the decks that think they're the control in the match-up. He's also so crucial alongside Bedevilling Scamp against decks that slam down card after card that they might as well be playing combo. A 3/4 for 3 definitely doesn't suck, either.

Skyforge - I think the card is typically pretty lame, inefficient, and generally at a low power level. But this deck relies so much on making efficient trades, and early on, trading up against larger creatures. During the mid-game, it's crucial that your creatures can often trade for every two of your opponent's. And in the late-game, being able to push a little extra damage each turn is crucial. Against certain match-ups, Skyforge won't be enough for any of that, but I do think it's a marginal effect that it's worth playing.

Garnag, Dark Adherent - Garnag is just efficient. A 4/5 for 4 with no real downsides is massive. Getting two trades off of him is good. Getting a little bit of chip damage in via Breakthrough is good. But setting back any deck that looks to get ahead in mana and outvalue you quickly is priceless.

Dawnfang/Duskfang - In a deck that cares about both trading efficiently and eventually closing out games quickly, I think this weird weapon works well. It's not the best, but it's not the worst. And that's the thing, the card's duality allows it to be pretty useful. It'd likely have been too good as a split card, so while it is a flavor win as it is, I think the design team was careful about giving players access to both halves at any and all given times. Nevertheless, timing aside, I think it's pretty playable, but I wouldn't put it passed anyone for not wanting to run it.

Thadon, Duke of Mania and Syl, Duchess of Dementia - These two were actually pretty easy slot-ins. Both effectively do the same thing; they quicken the clock, they apply high pressure, and they can force non-optimal plays. Later on in the game, you can usually ensure you're going to consistently get the triggers, turning both of these two into powerful finishers. Also, they're where "Royal" comes from.

Vivec - Win more? Who said that?! Yeah. He can be. He can also just save your butt, especially when Mania or Dementia is involved. He buys a lot of time and often resources, even if it's just one turn or one removal spell.

The Dragon Package - You've gotta eventually win somehow, and I think in terms of on-color options, the Dragons take the cake. Alduin can be a little clunky, but unchecked it can be the end-all be-all in super tight, down-to-the-wire games, besides just clearing the whole board when you're falling behind.

Changelog:
So I totally forgot about Cast Into Time. With them added, I also made a change to bring more focus around board dominance, as there were a few options being ignored. Blood Dragon and Lydia work pretty well in the deck, as they kinda just ignore when your opponent tries to pull a bait and switch when committing to the board.

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