Dagon Blood Moon
I've expressed my love of the Blood Moon archetype, and I believe a deck very similar to this one has been posted here elsewhere, but I thought making it its own topic might be worthwhile. This deck is performing quite well between 3.7 and 4k
Deck: Blood Moon Rising
Leader: Dagon
Golds: Caranthir/Succubus/Villentretenmerth, Ge'els, Geralt: Aard, Woodland Spirit
Silvers: Frightener, Jotunn, Nekurat, Decoy, Black Blood, Nivellen
Bronze: Drowner x 3, Werecat x 3, Foglet x 2, Siren x 3, Slyzard x 2, Moonlight x 3
The rotational gold is just experimentation. The issue this deck used to run into was running out of weather. Accordingly, this deck is based around the idea of DROWNING THE OPPONENT IN WEATHER. This allows you to draw out weather hate very fast and still stick Blood Moon/Moonlight. In addition, if you happen to fill your hand with non-moonlight weather and there's no hate, you can toss down moonlight on your side of the board instead of theirs. In other words, Caranthir's just there to apply extra moonlight pressure, but I'm considering Villentretenmerth, since the deck really doesn't have any big bodies so it's very hard for Villen to backfire. Aard and Spirit are pretty self-explanatory, as is Ge'els.
Jotunn and Nekurat are the big important silvers, Jotunn plus decoy is extremely nasty. Nivellen's another experiment, as I've noticed that when I run the deck I often end up with enemies lined up under blood moon, with usually a second row of blood moon as well, so Nivellen can retrigger blood moons and get people slammed into non-moon weather, as well as - if there's only one blood moon down for whatever reason - 'reloading' it if there are drowners and/or jotunn still to come. Also a solution for players who decide to just deploy into the blood moon because they know you want to use drowners etc. to maximise its value.
Werecats are the usual finisher, and an equally valid decoy target if the Jotunn isn't about. The extra slyzard is questionable, but I keep finding that I only draw into one werecat, so an extra slyzard seems like an extra chance to reach for them and/or sirens if I get unlucky on that front.
The deck's fairly reliable and actually quite powerful over long rounds. As modern decks go it's not as vulnerable to Dorfs (especially Ithlinne) as many, since it provides almost no targets for Schirru, and using Blood Moon it comes out on top of spy duels since it deploys Frightener into it and drags something else along, too (meaning a summoning circled Frightener gives you 13 while they get 9, or 11 if you have to settle for going into fog). It's got a surprisingly good game against alchemy, because it makes it difficult for them to set up the three rows needed for mahakam ale.
I've expressed my love of the Blood Moon archetype, and I believe a deck very similar to this one has been posted here elsewhere, but I thought making it its own topic might be worthwhile. This deck is performing quite well between 3.7 and 4k
Deck: Blood Moon Rising
Leader: Dagon
Golds: Caranthir/Succubus/Villentretenmerth, Ge'els, Geralt: Aard, Woodland Spirit
Silvers: Frightener, Jotunn, Nekurat, Decoy, Black Blood, Nivellen
Bronze: Drowner x 3, Werecat x 3, Foglet x 2, Siren x 3, Slyzard x 2, Moonlight x 3
The rotational gold is just experimentation. The issue this deck used to run into was running out of weather. Accordingly, this deck is based around the idea of DROWNING THE OPPONENT IN WEATHER. This allows you to draw out weather hate very fast and still stick Blood Moon/Moonlight. In addition, if you happen to fill your hand with non-moonlight weather and there's no hate, you can toss down moonlight on your side of the board instead of theirs. In other words, Caranthir's just there to apply extra moonlight pressure, but I'm considering Villentretenmerth, since the deck really doesn't have any big bodies so it's very hard for Villen to backfire. Aard and Spirit are pretty self-explanatory, as is Ge'els.
Jotunn and Nekurat are the big important silvers, Jotunn plus decoy is extremely nasty. Nivellen's another experiment, as I've noticed that when I run the deck I often end up with enemies lined up under blood moon, with usually a second row of blood moon as well, so Nivellen can retrigger blood moons and get people slammed into non-moon weather, as well as - if there's only one blood moon down for whatever reason - 'reloading' it if there are drowners and/or jotunn still to come. Also a solution for players who decide to just deploy into the blood moon because they know you want to use drowners etc. to maximise its value.
Werecats are the usual finisher, and an equally valid decoy target if the Jotunn isn't about. The extra slyzard is questionable, but I keep finding that I only draw into one werecat, so an extra slyzard seems like an extra chance to reach for them and/or sirens if I get unlucky on that front.
The deck's fairly reliable and actually quite powerful over long rounds. As modern decks go it's not as vulnerable to Dorfs (especially Ithlinne) as many, since it provides almost no targets for Schirru, and using Blood Moon it comes out on top of spy duels since it deploys Frightener into it and drags something else along, too (meaning a summoning circled Frightener gives you 13 while they get 9, or 11 if you have to settle for going into fog). It's got a surprisingly good game against alchemy, because it makes it difficult for them to set up the three rows needed for mahakam ale.
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