Wild Hunt Casual
Had a go at making a Wild Hunt theme deck that relies on player psychology more than anything, thoughts welcome
Leader:
Deck theory:
Straight up relies on surprise and misdIrection, including the shorted gold to prevent tipping that it's a Ciri deck. * = Distraction package
R3 you should get 5-6 Drakkars, 7 are possible (with one left in deck). You could probably swap the *package silver for a gold but it lowers the guarantee on Ciri. you could probably use a consume package for the distraction, but it'd need harpies and maybe nekkers, and they might tip off your opponent when only 2 pop out and you pass. Fog / Foglet might be possible, but there isn't much synergy to fill out with < 7 strength and still retain thinning
Round 1 theory:
burn up whatever you can of the starred Moonlight/Frost package, your goal here is to thin your deck and bleed your opponent for cards, finish with a Barbegazi and pass, only keep part of this package if it'll cost your opponent a card to win the round. you should finish this round +/-1 cards from your opponent. Save recon. If they attempt to bleed round 2 play it as round 3
Round 3 theory:
if you have any leftover Moonlight/Frost package that you mulliganed into, lead with them to draw fire, then ideal play order:
Drakkar > Navigator (Drakkar) > Operator (Navigator) > Warrior (Drakkar) > Warrior (Drakkar) > Recon (Drakkar) > Navigator (Drakkar) > Navigator (Drakkar) > Eredin [Navigator (Drakkar)] finish up with Decree > Ge'els > Ciri.
(Operator first if only one Navigator in hand)
Mulligans:
R1: Alist= 1-2x Navigators, 2x of [Warrior | Alzhur's], 1x Drakar, Operator, 1 Gold, 1x recon, Decoy. Blist= 1 Barbegazi, + min 1 of remaining distractions (thinners better)
R2/3: everything from the Alist
Notes:
Obviously not the strongest deck and playing it is not very reactive... more about patching any holes that occur. Still great fun when you catch the moment the opponent realizes that the Drakkars (that no one uses) are the point, and has their WTF moment at the end when you pop off Ciri after playing out 6 Drakkars
Had a go at making a Wild Hunt theme deck that relies on player psychology more than anything, thoughts welcome
Leader:
- Eredin
- Royal Decree
- Ge'els
- Ciri: Nova
- Operator
- Decoy
- Alzhur's Double-Cross
- Abaya
- Nithral
- *Nekurat / Jotun
- 2x Wild Hunt Navigator
- 2x Wild Hunt Drakkar
- 2x Nekker Warrior
- 2x Reconnaissance
- 2x Barbegazi
- 2x *Siren / Wild Hunt Hounds
- 2x *Moonlight / Frost
- 2x *Werecat / [Ice Giant | Ice Troll]
Deck theory:
Straight up relies on surprise and misdIrection, including the shorted gold to prevent tipping that it's a Ciri deck. * = Distraction package
R3 you should get 5-6 Drakkars, 7 are possible (with one left in deck). You could probably swap the *package silver for a gold but it lowers the guarantee on Ciri. you could probably use a consume package for the distraction, but it'd need harpies and maybe nekkers, and they might tip off your opponent when only 2 pop out and you pass. Fog / Foglet might be possible, but there isn't much synergy to fill out with < 7 strength and still retain thinning
Round 1 theory:
burn up whatever you can of the starred Moonlight/Frost package, your goal here is to thin your deck and bleed your opponent for cards, finish with a Barbegazi and pass, only keep part of this package if it'll cost your opponent a card to win the round. you should finish this round +/-1 cards from your opponent. Save recon. If they attempt to bleed round 2 play it as round 3
Round 3 theory:
if you have any leftover Moonlight/Frost package that you mulliganed into, lead with them to draw fire, then ideal play order:
Drakkar > Navigator (Drakkar) > Operator (Navigator) > Warrior (Drakkar) > Warrior (Drakkar) > Recon (Drakkar) > Navigator (Drakkar) > Navigator (Drakkar) > Eredin [Navigator (Drakkar)] finish up with Decree > Ge'els > Ciri.
(Operator first if only one Navigator in hand)
Mulligans:
R1: Alist= 1-2x Navigators, 2x of [Warrior | Alzhur's], 1x Drakar, Operator, 1 Gold, 1x recon, Decoy. Blist= 1 Barbegazi, + min 1 of remaining distractions (thinners better)
R2/3: everything from the Alist
Notes:
- Alzhur's: Fetch Warrior #2, or Drakkar #2( if you have the warriors)
- Decoy: Warrior / Navigator to fix holes
- Recon: As above (if desperate)
- Eredin: Drakkar (if desperate when shorted / destroyed)
- Operator: duplcate Drakkar if no Navigators, (last resort)
- Nithral: 7pt Engine Killler, use before 3rd Navigator (can use in R1 if it'll give you card advantage)
- Abaya : Weather Control / Free damage
- Ge'els: Fetch silver if you have either other gold.
Obviously not the strongest deck and playing it is not very reactive... more about patching any holes that occur. Still great fun when you catch the moment the opponent realizes that the Drakkars (that no one uses) are the point, and has their WTF moment at the end when you pop off Ciri after playing out 6 Drakkars