Unite the houses Top 200

By: Arkar47
View other Decks by Arkar47
Posted: 1 month ago
Outdated (AllianceWar patch)
Crafting Cost: 25400crystal
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I give you the easiest way to win with Unite I could find. All you need is a low cost green card from all the castellans, plunders, onslaughts and moments of clarity to pull it off, then an apprentice and a Fortress guard and presto.
Shrines are easily triggered and a full lane for Merric is also a great activator since you will be fighting for board.
Brumas, Revitalizers and initiates gives you the much needed health gain.

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4 Comments

steephill 1 month ago
I've been running a similar deck myself. I wonder what your thoughts are on Gardener's Harvest. I have been running it and letting it sit in your hand until you get a green or purple item can sometimes lead to some super early unites. Shivering Apothecary can be used to a similar effect, often giving me a purple or green support that my opponent's sometimes can't remove. I also use Ebonthread Cloak when I occasionally need to protect a creature and get a Unite off a little earlier, but I'm sure you already thought of that inclusion and found it didn't work for you. Let me know your thoughts. I would love some insight!

Thanks for sharing your deck! I definitely will be using some of your choices here.
1 Reply
Arkar47 1 month ago
Gardener's harvest is a dead card in hand until the combo, if you draw it too early it will kill you.
The combo should be played from hand most of the time,
Apothecary cost too much to be useful for cycling and a 2/2 wont do against aggro decks, which are the hardest matchup.
I've considered items but in my experience the combo is always played from hand vs control via Guildsworn, Fortress Guard and a 3-cost or less agility card. If the game goes long you should outdraw them. Vs aggro there are better options for board control.

I'll probably give them a shot with the Shrine nerf.
Arkar47 wrote:
Gardener's harvest is a dead card in hand until the combo, if you draw it too early it will kill you.
The combo should be played from hand most of the time,
Apothecary cost too much to be useful for cycling and a 2/2 wont do against aggro decks, which are the hardest matchup.
I've considered items but in my experience the combo is always played from hand vs control via Guildsworn, Fortress Guard and a 3-cost or less agility card. If the game goes long you should outdraw them. Vs aggro there are better options for board control.

I'll probably give them a shot with the Shrine nerf.

Thanks for the feedback. I totally see what you're saying about the Gardener's Harvest, and Apothecary. I get a little too excited to find my combo pieces and sometimes forget that I need to survive long enough to find it. Once Shrines go away... maybe Mudcrab Merchant? It does kind of give away that you're a Unite deck, sometimes on turn 1. But it can be a cheap pseudo draw. And I guess it doesn't matter if they know that you're unite if you're trying to play the combo from hand. Anyway I'm rambling. I really appreciate your thoughts. I'm going to take your advice and keep trying to optimize the Unite concept! It's really fun to play. Thanks again for sharing!
1 Reply
Arkar47 1 month ago
My pleasure, your posts are a treat to read. I played with mudcrab but I always found myself losing my card advantage. Maybe I just suck at picking lol. It was my top contender after shrine nerf, tied with schemers and pickpockets
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