Forerunner Control

By: Dorkpork
View other Decks by Dorkpork
Posted: 1 week ago
Updated: 5 days ago
Up to date (Madness patch)
Crafting Cost: 30450crystal
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+2
Forerunner Control?
That's right! So, it turns out this card, Redoran Forerunner, is pretty decent, buffs or not. And so it becomes the namesake of the deck, as it can lead early in the game and pose as a pretty swingy threat later down the line. The rest of the deck, however, doesn't really care that much about it--aside from just a couple Rally cards, which I consider to be decent enough in their own rights, the deck is primarily just removal, guards, and efficient traders, and quite a bit of each. Though a control deck by most definitions, you could definitely argue that the deck plays more like a tempo-midrange deck, but often these midrange decks can take the role of the control in many match-ups. The big cards that define this deck as control rather than purely midrange are its many wipes (Arrow Storm, Dawn's Wrath, The Red Year), its large finishers (Hist Grove, Nahagliiv, Iron Atronach), and its soft-lock combos, which I'll cover separately below.

Soft-Locks:
The deck comes with two notable soft-locks, which when combined could act as a full hard lock against certain colors and decks;

The first is pretty well known at this point: Vivec and Almalexia. While easily dealt with by a removal spell or two, a lot of decks just won't have the right ones to deal with these two. Together, when both exalted, you can't lose the game, and your gods can't be damaged. The strength of the combo comes in the size of the exalted gods; within 1-3 attacks, you win.

The second soft-lock is newer: Bedeviling Scamp and Seducer Darkfire. Individually, they do powerful things: Scamp taxes low to the ground decks pretty heavily for a few turns, and Seducer can totally lock out common meta cards. Combined, though, the two can lock your opponent out from playing any cards that cost 3 or less. Obviously that's good against some decks, albeit pretty slow, but ultimately it can turn off certain decks' abilities to deal with the first soft-lock, so when combined against these decks, it can become pretty difficult to beat, and the creatures involved can attack for 32 a turn, which is pretty high.

Vaaaaluuee!
With Bolvyn Venim, you can get pretty stompy. There's a simple "combo" that, when everything goes well with, can result in some pretty powerful creeps. You start by playing Galyn the Shelterer, targeting Bolvyn Venim in hand. You then play Bolvyn Venim, probably in the shadow lane, and attack with him next turn. Assuming you have no creatures in hand, the Bolvyn Venim in play's Rally ability will trigger the Bolvyn Venim copies in your deck's triggered ability, giving you a chain of massive, rallied up dudes that can take a game before your opponent knew what happened. When backed up by a creature drawn soon after, say, a Redoran Forerunner for example, you can achieve some pretty fast clocks and quick kills.

Piloting:
The best advice I can give is to always employ proper threat assessment. Removal and wipes should be best used when the outcome of the game can be observed as potentially or definitively worse than if the threat(s) are not dealt with. Consider the colors your opponent is in, and what cards they have access to and what cards they would likely have in their deck, at all times. The difference between playing an Edict of Azura versus an Emperor's Blade can be pretty huge depending on the opponent, their deck, and the boardstate upon playing either card. As games progress, consider what your opponent's endgame likely looks like, and what things you can expect you'll have to deal with--this is particularly important when playing with cards like The Black Dragon and Cast Into Time, when the targets can greatly impact your opponent's deck and the cards they'll be drawing into.

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