Pilfer Camp Trails Support Legend Rank

By: Dmstr
View other Decks by Dmstr
Posted: 6 months ago
Updated: 6 months ago
Outdated (AllianceWar patch)
Crafting Cost: 21800crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Used this deck to go all the way from rank 5 to rank 1 during the current (June 2019) season. Will likely hit Legend shortly. EDIT [Legend achieved]

This deck focusses on the speed of the early game pilfer creatures to build up steam ahead of the turn 4 Master of Thieves play. The aim is to try and break the first rune of your opponent quickly and get a support into play by turns 3/4/5. With the ring, you can easily play a turn 4 card early with the help of the Palace Prowler, and rapidly build up steam.

Aim to activate the Forward Camps with the Hidden Trails active. This will protect your Eastmarch Crusaders in the fileld lane from being attacked straight away.

Deck contains the usual sudden reach damage of Swift Strike/Dawnbreaker/Monk's Strike to help overwhelm the opponent.

Strengths of the Deck
    Short games - you can usually see how the game will fare within the first 3-4 turns.
    Strong vs Combo Decks - I have beaten both the current Burn Assassin and Empire Shrine decks by turn 5. This obviously depends on how you mulligan your cards as well whether you go first or second. In general however, you are favoured against these decks.
    Deck is favoured against a number of aggro decks (Battlemage etc) if they do not possess Guard creatures. If needed, you can use the Oculatus Agents to steal Guard/Drain during the early game.
    Varen can be played both aggressively and defensively depending on the state of the game. If you are ahead on life total and have already broken a number of opponent runes, use him to soak up opponent resources. This is especially useful when playing vs an aggro deck

Weaknesses of the Deck
    Like most aggro decks, it will struggle versus Control (especially if you are not able to gain early game control.
    If you lose control of the board early/ find yourself facing too many Guard creatures in the early game then you have most likely lost the game. This deck does not have a high curve and will struggle to regain control of the board.
    Archer and other decks with a large number of lethal creatures can easily punish you, as you will not be able to have your creatures stick on the board for more than a turn.

This is a fun deck which can result in quick blowout wins. Games also tend to be short (win or lose) and hence climbing ladder will be quicker!

Finally you will notice that there are 52 cards in thedeck. It is not fully optimised though I am not sure which card/s to cut.

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