[DEATHWISH] The archetype, the deck, its specificities...

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[DEATHWISH] The archetype, the deck, its specificities...

You maybe don't know it (because it wasn't a really played deck) but CDPR replaced "kinda" the Breedable archetype with the Deathwish one. I was a huge fan of Breedable even tho it has never been a meta deck or even a really viable deck (really risky and some of the meta decks just hard countered it). BUT it was really fun to play and really refreshing. The Deathwish archetype is almost the same in a way that no one knows the potential of that deck so people usually don't know how to play against it.

Deathwish is not an extremely strong archetype but it's really cool if you're not looking for a Meta deck but a really fun deck to play or something new to discover, a different way to play Gwent.
But enough talking, in this thread I'll explain :
- The Deathwish archetype ;
- The deck and its specificities ;
- Its core cards and other cards that can really help ;
- Its strengths and weaknesses ;
- What could be done to improve the viability of the deck ;
- Decks of the community.
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THE DEATHWISH ARCHETYPE

The deathwish archetype is based on the death of your units to trigger (basically like the Closed Beta Golems/Earth Elemental/Prize-Winning Cow) but what does that mean?
That means the unit's ability triggers when it's removed from the battlefield and goes to your graveyard, the removed units spawning other units (each Harpy Egg spawns a 3str Harpy, each Earth Elemental spawns 2 Lesser Earth Elementals and the PW Cow spawns a 6str Chort).

The two most important units of this deck are the Harpy and the Shadow. Indeed, they both trigger the Deathwish ability, harpy (played from hand OR spawn from egg !) triggering its adjacent units and the shadow targeting 3 units to the right. But that doesn't mean the ability is disable for the rest of the game so you can spam the board with units and still get a decent amount of value to the next round.

Good to know : The ability doesn't trigger when replayed with Decoy (like before in the Closed Beta with the golems). The unit needs to go to the graveyard to trigger, so decoying the Earth Elemental or the PW Cow won't do anything. But you can still decoy the Celeano Harpy to spawn more eggs.
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THE DECK AND ITS SPECIFICITIES

Unfortunately there's not enough cards at the moment to have a lot of varation in the deck, and I'll explain each card utility further below, but here's the deck I built :

http://imgur.com/a/0nSQU

As you can see, it lacks of units and there's a lot a special cards but like I said each bronze unit is worth 3 : Celeano spawns 2 eggs, Earth Elemental spawns 2 babies and regular harpy can spawn up to 4 units if you're lucky. (more details below)
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ITS CORE CARDS AND OTHER CARDS THAT CAN HELP

Here's a list of almost every cards from this deck (except for the basic ones like Locks, First Light and stuff), their utility in this deck and how to use them.

THE CORE CARDITS UTILITY/HOW TO PLAY IT
Celeano
Harpy
It's a Monster Bronze Agile 3str unit which spawns 2 1str eggs.
  • It's a good way to easily use a Thunderbolt Potion ;
  • It's better to put them on the Ranged or Siege row to not disrupt your Elementals and to not stack everything on a single row... ;
  • ...unless you have Shadow in hand, if so, place the Earth Elemental between the Celeano and its eggs to allow you to trigger the 3 units with the Shadow ;
  • It's a good target for Decoy since it gives you 2 more Eggs and allows you to use the Shadow if you replace it at the same place or to buff them with Commander's Horn. Or you can put it on a different row if there's weather on it ;
  • It's a good target for the Operator since it gives you an extra 3 units and 2 more units for the next round.
Harpy EggIt's a Monster Bronze 1str unit which spawns 1 3str Harpy when removed from the battlefield or when its Deathwish is triggered with Harpy/Shadow.
  • Each egg is "Doomed" which mean that it disappears when it's removed from the battlefield, in other words, it doesn't stay to the graveyard ;
  • Removing an egg can be counter productive for your opponent because it spawns a 3str unit, it gives you strength for the round but it deny you an unit for the next round ;
  • It's easily killable so the earlier it gets buffed with Thunderbolt Potion/Commander's Horn/Triss Butt, the better.
Earth ElementalIt's a Monster Bronze Melee 6str unit with a shield which spawns 2 2str Lesser Earth Elementals when removed from the battlefield or when its Deathwish ability is triggered.
  • The fact that it has a shield make it a lot harder to be removed so it's a safer way to get extra unit for the next row ;
  • Always have in mind to play it to the right of the row because the eggs spawns their harpies at the end of random rows so if you're lucky, the spawned harpy will trigger its deathwish ability and give 4 more strength ;
  • Placing the Earth Elementals next to each other allows you to play an Harpy between them and give you an extra 8 strength.
Lesser Earth ElementalIt's a Monster Bronze Melee 2str unit.
  • Each Lesser Earth Elemental is "Doomed" (check Harpy Eggs for more informations) ;
  • Those units spawn to the right of the Melee row so always keep that in mind when you place your Bigger Elementals or/and when you trigger your Harpy Eggs. It would problematic that your Lesser Elementals block your spawned harpies to trigger your Bigger Elementals.
HarpyIt's a Monster Bronze Agile 3str unit which triggers the Deathwish ability of its adjacent units.
  • Their best position is obviously between the Celeano Eggs, between 2 Earth Elementals or between an Egg and an Elemental ;
  • As said above, The harpies spawned from eggs have the same ability to trigger the Deathwish abily as the hand played ones. So if you're lucky and you have an Earth Elemental to the right of the Melee row, an Harpy might spawn next to it and trigger its ability ;
  • If you're doing the 2 Eggs/ Earth Elemental combo with the Shadow, it's better to play this unit AFTER the Shadow to not disrupt the 3 units combo ;
  • Don't keep too much harpies in your hand because if you don't have units to trigger, they're basically dead cards with only 3 strengths.
ShadowIt's a Monster Silver Agile 7str unit which triggers the Deathwish ability to 3 units on its right.
  • Keep in mind that you need 3 adjacent units with Deathwish ability to get its most effeciency ;
  • The combo takes at least 3 turn to set up so don't do it too late during the round ;
  • You can always decoy it to trigger the 3 units a second time ;
  • For more information about the 3 units combos, check the third and fourth points of the Celeano Harpy.
THE OTHER CARDSITS UTILITY/HOW TO PLAY IT
DagonIt's the Monster Leader which spawn a bronze weather (Bitting Frost/Imprenetrable Fog/Torrential Rain.
  • It's the only leader that can have some sort of utility (Eredin is Wild Hunt only and the Unseen Elder would only be useful to eat the eggs but you need those eggs) ;
  • Since it's a deck which don't have a lot of control, Dagon can do that and he can remove Iris (check Iris below)
Bloodcurdling
Roar
It's a Neutral Bronze Special card which destroys a unit and spawns an Agile 11str Bear.
  • The Bear being agile, you can place the bear anywhere to protect your units from Scorch/Igni ;
  • For the prize of an harpy for the next round, it allows you to destroy an Eggs wich spawns an Harpy and and Bear for 14str combo ;
  • You can destroy a Lesser Elemental at the beginning of the round to get a quick 10str boost ;
  • You can destroy any weakened unit (1-2str) or any useless unit to get a good boost of strength ;
  • You can destroy the Cow Carcasses to protect your units.
OverdoseIt's a Neutral Bronze Special card which buffs 6 random units by 2.
  • It's a more reliable card than Thunderbolt potion since you don't have to play your units on the same row for them to get buffed ;
  • It demands more time to set up. It's a late game card since you need 6 units to get its best value.
  • Since it buffs more units, it works better than Thunderbolt Potion with Triss Butterflly because it won't disrupt Triss's buffs ;
  • It's up to you to see if you prefer Overdose or Thunderbolt Potion.
Thunderbolt PotionIt's a Neutral Bronze Special card which buffs 3 adjacent units by 4.
  • Since you'll have a lot of units on the board, it should be pretty easy to get full value on this card ;
  • If you use it early on a Celeano harpy and its 2 eggs, you'll get 17 strengths in 2 card on top of protecting your eggs with 4 more strengths ;
  • It's better than Overdose if you want a quick amount of strength or if you want to protect you Eggs ;
  • It's up to you to see if you prefer Overdose or Thunderbolt Potion.
Commander's HornIt's a Neutral Silver Special card which buffs 5 adjacent units by 4.
  • Since you'll have a lot of units on the board, it should be pretty easy to get full value on this card ;
  • If you decoy the Celeano harpy and replace it on the same place, you'll have 5 card to target with this card ;
  • The Melee row is also a good target for the Commander's Horn.
DecoyIt's a Neutral Silver Special card which allows to replay a unit and give it 3 strength.
  • It can be used to replay a Celeano Harpy because it gives you 2 more Eggs and allows you to use the Shadow if you replace it at the same place or to buff them with Commander's Horn. Or you can put it on a different row if there's weather on it ;
  • It can be used on the Shadow to trigger a second time 3 adjacent units with the Deathwish ability.
Bekker's Twisted MirrorIt's a Neutral Silver Special card which swaps the strength of the highest and the lowest units on the board.
  • Since you'll have a lot a low strength units on the board,you should be able to steal your opponent's strongest unit (Vran Warrior, Impera Brigade, Mahakam Defender...) with one of your eggs or Lesser Elementals ;
  • Always remember that this card affect both sides so always be aware of your opponent's lowest unit before you use your BTM ;
  • BTM can be really useful if your opponent won the previous round and kept a high value unit like an Ekkimara, a Mahakam Defender or an Impera Brigade and you managed to get a Lesser Elemental or an Harpy. If so, you can provoke a huge swing in your favor and force him to pass ;
  • It's goog to know that this card doesn't affect gold cards so you won't be able to steal Hjarlmar, Unseen Elder, Kayran, etc strength.
Alzur's Double-CrossIt's a Neutral Silver Special card which summons the highest unit from your deck and boost it by 2. (Ties are resolved randomly)
  • With the 1 strength buff to the Shadow, it won't be a gamble between the Earth Elemental and the Shadow anymore. BUT it could be a gamble if you also play the Fire Elemental ;
  • The ADC is basically a second chance to draw your Shadow (if you don't have a stronger unit, of course) ;
  • If you draw both ADC and Shadow, it's good to mulligan the Shadow for another card. If you don't, your ADC will most likely summon an Earth Elemental.
Marching OrdersIt's a Neutral Silver Special card which summons the lowest unit from your deck and boost it by 2. (Ties are resolved randomly)
  • The Marching Orders allows you to get either a Celeano Harpy or a regular Harpy. (or Iris if you put her in your deck) It'll be a gamble but if you know your deck, it should be easy to play around it ;
  • If you have 2 Celeano Harpies in you hand but no regular Harpy, it should be easier for you to get the Harpy you really need ;
  • It can also help if you have the Grave Hag in your deck and need her round 3.
IrisIt's a Neutral Silver Spying 3str unit which boosts all your units by 3str when removed from the battlefield.
  • To destroy this unit, you can Dagon into Rain since it targets the lowest unit(s) on the row by 2 each turn and Iris is only 3str ;
  • You can also use Ragh Nar Roog if you placed her on a row where's there's no other units or only weaker units ;
  • It's good to know that, if you don't kill her during the round, she'll still trigger to the next round and will do it AFTER all your Harpies and Lesser Elementals spawns. If you do that, you'll get a great power buff at the beginning of the round ;
  • It's good to know that she can be resurrected with Caretaker for another round of full units buffing.
OperatorIt's a Neutral Silver Range 7str unit which targets one of your bronze units in you hand and copies it in your hand and your opponent's hand.
  • It's basically useful to copy a second Celeano to get more units on the board. You can easilly kill your opponent's copy of Celeano and its eggs with Draug if he immediately plays it ;
Triss ButterflyIt's a Neutral Gold 5str unit which buffs your lowest unit(s) by 1 each turn.
  • The ealier she's on the board, the more strength you get so most of the time, it's better to play her at the beginning of the round ;
  • It'll take a time for you to optimize the timing to play the units but when you'll find the right order to play your units, it'll be easier to get a lot of point ;
  • Always have in mind that having your units on the same strength makes them a huge target to Igni so it's always better to have a stonger unit on each row or to delay the buffs with new low strength units like Harpy eggs of Lesser Elementals ;
  • If you keep her for the second round, it'll be easy to get a lot of strength since the Lesser Elementals are 2str and the Harpies are 3str. But like said before, they are a target for Igni/Scorch.
YenneferIt's a Neutral Gold 6str unit which spawns a Unicorn (buffs every units on the board by 2) or a Chironex (damages every units on the board by 2).
  • Yennefer is essentially useful for her unicorn since you'll most likely have more units than your oppoent ;
  • It also spawns a 1str Silver unit, which could synergize with Bekker's Twisted Mirror since everything on the board but the unicorn will have 3 strengths or more ;
  • The Unicorn/Chironex being Silver, you should be able to decoy them and retrigger their ability.
Grave HagIt's a Monster Silver agile 2str unit which, after 1 turn, Consume every units in your graveyard and boost itself by 1 for each unit consumed.
  • It's a good Third round Finisher if you triggered enough eggs ;
  • Always remember that the Lesser Golems and the Harpy eggs are Doomed so your Grave Hag won't be able to consume them ;
  • This card can be tricky because it relies on your draws and your gameplay. So if you you don't get enough Celeano harpies and you don't spawn enough harpies, it'll be a dead card. It can be either a 20str a 8str unit ;
Fire ElementalIt's a Monster Silver Siege 7str unit which spawns 3 Lesser Fire Elemental.
  • Nothing much to say about the Fire Elemental, the important thing about it is its 3 spawn units.
Lesser Fire ElementalIt's a Monster Bronze Melee 1str unit which deals 1 damage to a random enemy. It always spawns in a group of 3 from the Fire Elemental.
  • Each Lesser Fire Elemental is "Doomed" (check Harpy Eggs for more informations) ;
  • Even tho each one of them deal 1 damage (3 damages with the 3 Lesser Elementals) it'll never be relevant. Their main purpose remains in their body. Indeed, since they always spawn in a pack of 3, they're an easy target for a Thunderbolt Potion for 24 strengths in 2 cards.
3 CronesIt's three Monster Silver Siege row units (6str, 6str and 8str) which plays the other 2 crones from your deck when played.
  • Even tho, the 3 Crones take you 3 Silver slot, it's a good way get 20str fast and 3 more units ;
  • They can be a great amount of points round 3 ;
  • With Ge'els in your hand you'll almost always be able to get the Crones for the third round ;
  • If you want to use them, I suggest you to remove Decoy, Operator and BTM but what you remove is up to you. I find just find Iris, Commander's Horn and Shadow so helpful.
Ge'elsIt's a Monster Gold 2str unit which allows you to draw a Gold and a Silver card, play one and return the other to the top of your Deck.
  • Ge'els is a great way of deck efficiency. You'll get more chance to get the Shadow you need or Triss Butterfly, Yennefer, etc ;
  • As said before, Ge'els will help you to get your crones for round 3 if you want to.
CaretakerIt's a Monster Gold 4str unit which allows you to resurrect a unit from your opponent's graveyard.
  • I addition to stealing one of your opponent's strong units, the Caretaker can replay Iris if you managed to destroy her during the round for get a powerful swing for the next round ;
  • You also could replay the unit (mostly Celeano Harpy) you gave to your opponent with the Operator if he already played it.
P.S.1 : In this deck, I use Dagon as Leader essentially because it's the only leader that can have some sort of utility (Eredin is Wild Hunt only and the Unseen Elder would only be useful to eat the eggs but you need those eggs). Since it's a deck which don't have a lot of ways of control, Dagon can do that and he can remove Iris (check Iris for more informations)
P.S.2 : As you'll probably see, I didn't add the Prize-Winning Cow because I don't think it fits the deck even tho it's a Deathwish unit. And I didn't add Ragh Nar Roog or Draugr or any other card since they don't synergize with the deck except to take down Iris.
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ITS STRENGTHS AND WEAKNESSES

Its strengths

- The fact that even if you lose a round, you can instantly get a good amount of strength for the next round, like a free resilency ;
- Your amount of units can really snowball your buffs ;
- The fact that no one knows this deck and how it works ;
- Its fun value.

Its weaknesses

- Its lack of interaction with the opposing side of the board ;
- Its lack of units ;
- It takes some time to set up ;
- The fact that some combo are RNG based ( Harpy spawning next to Earth Elemental) ;
- You can be a good target for Scorch at the start of a round if you have enough Harpies buffed with Iris, which could easily remove 24-36str (4 or 6 6str harpies).
- Round 3 can be really hard to win, especially against Queen's Guard, Reveal and any deck which is stronger round 3 ;
- Too much control can let you defenseless for the last rounds. It can be a risky stategy.
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WHAT COULD BE DONE TO IMPROVE THE VIABILITY OF THE DECK

This deck really lacks of units so also lacks of variety. It only has 3 dedicated Bronze, 1 Silver and 0 Gold units so I imagined 3 units that could really help the efficiency of this deck. If you have other ideas of units or Special cards based on the Deathwish archetype, feel free to share them. I'd be glad to take an eye on it. (cards created with Custom-gwent.com)

Scurver : 3str Bronze Siege row unit with damage a random enemy by 1 whenever a Deathwish ability is triggered.
Ths is basically a Monster variant of the ST Commando Neophyte, the SK War Longship or the NG Mangonel.
I only gave it 3str and 1 damage since you'll almost always trigger 2 Deathwish ability and sometime 3 per card (Harpy/Shadow/Plague Maiden) and you also get str from the triggered ability.
http://imgur.com/a/Cv9rx

Wraith : 1str Bronze Agile unit which boost itself whenever a Deathwish ability is triggered, wherever it is.
This is basically the Monster/Deathwish variant of the Spotter/Dol Blathana Protector. I only gave it 1str since in this deck, almost every DW ability will be triggered twice.
This card could really help the archetype round 3.
http://imgur.com/a/lOWvG

Rotfiend : 7str Silver Agile unit with "Deathwish : Damage a random unit by 5 (ignoring Armor)"
I don't know if this card should be a bronze (with less str/less damage) or a Silver so I gave a basic Silver value. And I gave it 7str to allow people to play this card in other decks than Deathwish to control resilient units like Mahakam Defenders, Ekkimara, Impera Brigade...
Its agile characteristic can be removed if necessary, maybe Melee row only.
http://imgur.com/a/pT237

Plague Maiden : 2str Gold unit which triggers the Deathwish ability of any unit appearing on its side of the board.
I only gave it 2str because you should be able to get a lot of strengths and units out of this card.
http://imgur.com/a/w2vJ9


I also thought about modifying 2 existing cards to give them value or a role in the Deathwish and I'm still thinking about 2 unplayed cards, the Manticore and the Chort.

Harpy : Like I said previously, our main problem is to not indirectly buff the Consume archetype and I think I managed to do it with the harpy.
I thought about boosting the unit by 1 for each Deathwish ability triggered. (It could maybe be buffed by 2 instead of 1, I don't know)
Since it can only trigger 2 units, the unit wouldn't exceed 13 strengths between 2 Earth Elementals (3str harpy + 2str buff + 4x2str Lesser Earth Elemental) and 11 strengths between 2 eggs (3str Harpy + 2str buff + 2x3str spawned harpies).
http://imgur.com/a/wFXD4

Wyvern : I also thought about giving the Wyvern a role in the DeathWish archetype and I immediately thought about the NG Fire Scorpion and its role in the Reveal one.
So basically the card works almost the same as the Fire Scorpion : it deals 3 damages to a targeted unit when played and deals 3 extra damage to a random unit whenever you trigger its Deathwish ability. (it can be triggered multiple times so it's stronger than the Fire Scorpion so we could maybe reduce the Deathwish damages to 2 but since the Deathwish archetype doesn't have as many strenghts as the reveal one, I thought it would be fine at 3str each time it's triggered)
http://imgur.com/a/oaGsA

I'd love to rework the Chort and the Manticore too so they can fit in the Deathwish archetype but I lack of ideas (any suggestion?) and the fact that the Chort is linked to the Prize Winning Cow really cramps our possibilities.
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DECKS OF THE COMMUNITY

Esclive's first deck (Open Beta original deck - 21/05/2017)
http://imgur.com/a/0nSQU

Esclive's second deck (Fogglet/Deathwish hybrid - 22/06/2017)
http://imgur.com/a/AwtVz

Esclive's third deck (New patch version - 05/07/2017)
http://imgur.com/a/ZrCbZ

TriforceDragon's deck (29/05/2017)
http://imgur.com/a/n4L3q

Do you have a Deathwish deck? If so, feel free to share it with us in the comments below with a screenshot or by mentioning every card in it.




That's it for me. I really enjoyed doing this presentation of the deck and the archetype and I'd be glad to get your opinion or suggestions about what I could add to it, your feedback about the deck and your ideas to improve the archetype (new cards ideas, modifications of the existing cards or the cards I proposed...). If you want to know something in particular about any specificity of the deck or the archetype, feel free to ask.
As I said, it's not a strong deck but the fun is there (at least for me) and it's really refreshing from all the Meta decks so please, feel free to try it.
 
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Interesting, I am running a Deathwish deck myself, but I am running it with the Unseen Elder for a few reasons.

But first, my deck list:

Bronze
2 Harpy (It is a weak card, that while important to the combo is a dead draw if you dont have the activators)
3 Celeano Harpy
3 Earth Elemental
3 Griffin (A counter card for Skellige matchups, something I have faced alot of, but also some synergy with Grave Hag)
2 First Light
2 Bloodcurling Roar (Great against pesky cow carcasses and between eggs, hapy and elementals you are not lacking low power targets to upgrade)

Silver
Grave Hag (The eggs and elementals may be doomed, but the Harpy from the egg are not. Expect this card to hit 15+ quite often...if it stays).
Bekker's Twisted Mirror (1 power eggs and a generally low power curve focused on swarm rather than single large units? Why not add this swing card).
Fire Elemental (Lack of options mostly, but those 1 power elementals are more great Twisted Mirror targets).
Jotunn (Again, lack of options, but great with my Old Speartip).
Shadow (Because why not?)
Prize Winning Cow (May be low power by itself, but those Chorts are the single strongest Deathwish unit that can be spawned)

Gold
Old Speartip (Lack of options, but good with Jotun).
Regis - Higher Vampire (See above).
Villentrettenmerth (This one is part of why I run the Unseen Elder. The power curve in general is low, but the Unseen Elder can further thin the high tide in preparation for Villen to burn the house down).
Yennefer of Vengerberg (Because +2 to all units when your board is loaded is amazing).

I lack plenty of cards to consider this deck complete, like Triss - Butterfly, but I still find the concept to be solid. My primary change, the choice of leader, really comes down to those scenarios where I have used all my Deathwish activators or have a Cerulean Harpy with no activators to turn those eggs into even more power. This happens more often for me as I only run the two harpy instead of three, but i found that a third harpy resulted in too many third round loses from getting it and having nowhere to use it. Also, as mentioned Unseen Elder pairs excelently with Villen for securing those problematic points.

Villen in general is a great card for forcing a round pass from your opponent if he is running the high game or, if you took the first round, he can be excellent for adding pressure in a second round as you will rarely be the one in danger of beeing burned. One problem area is that he triggers after Grave Hag, so dont ever play her on the round before he goes of.

Speaking of Gravehag, the Griffins add a bit more power to her and allow some ressurection combo disruption, but they are mostly there to fill out the deck. I might just toss one for an additional First Light though.

Adding Idris seems like a solid addition, once I get her. Would need some more reliable trigger in my deck though.

I will agree with you that the achetype as a whole lacks some silver and gold support. The cards you suggested seem solid enough, though maybe Wraith is a bit too much? Deathwish already leaves units for the next round and having a massive final answer card to drop in the end may be too much in combination with that, even if I will admit that round three is the weakest round for the achetype at the moment.

Maybe a deathwish card more for buffing cards on your side. Since we already leave so many minions between rounds, it could be interesting with a minion that buffs those cards as it dies itself. Would probably need to be a "Boost right card" style effect since Deathwish spawned creatures head for the right side of the board.

 
TriforceDragon;n8692470 said:
Interesting, I am running a Deathwish deck myself, but I am running it with the Unseen Elder for a few reasons.
I double this gentleman, I am playing a variation of this deck with Unseen Elder and PW Cow. But, it's like half-consume with Vran warriors and Ekimmas, because I am short of scraps and I only crafted PW Cow as good neutral unit. What is also good about Cow, it is that it fits to SK wounding deck (you buff it, than hurt it with 1str Archers and spawns a hell of Chorts)

 
Never tried this deck in OBT but saw it ones. It looked really fun, so, gonna try it in future. However, I think I saw a kind of bug with the Shadow when someone played this deck against me. Could you please either confirm or deny it? The description is: it triggers death wish of 3 cards to the right of it. So, there was a cow and two eggs together when a guy played his Shadow to the left of them. But the thing is that Cow immediately spawned a Chort to the right of it and it seemed like the Shadow counted that Chort while determining "3 units to the right". As a result, only one egg and a Cow got death wish triggered. Seems buggy to me. Any thoughts?
 
It is quite intriguing deck as myself I have encountered someone with that deck and it's sure not the basic one. CD should get into this since Dagon doesn't have much of a unique deck for himself.
 
Alts-Gamer;n8700030 said:
Never tried this deck in OBT but saw it ones. It looked really fun, so, gonna try it in future. However, I think I saw a kind of bug with the Shadow when someone played this deck against me. Could you please either confirm or deny it? The description is: it triggers death wish of 3 cards to the right of it. So, there was a cow and two eggs together when a guy played his Shadow to the left of them. But the thing is that Cow immediately spawned a Chort to the right of it and it seemed like the Shadow counted that Chort while determining "3 units to the right". As a result, only one egg and a Cow got death wish triggered. Seems buggy to me. Any thoughts?

Can confirm that the Chort will spawn to the right of the cow (instead of furthest to the right as is normal for Deathwish cards) and this will count as the 2nd or 3rd card for the Shadow. My guess is that the Shadow when played resolves the Deathwish effects one at a time from left to right, thus it resolves the cow, the cow plays chort to the right and then Shadow checks next in line, which is Chort and does not trigger it.

It is an annoying interaction, but luckily one that is easy to play around once you are aware of it by always playing the cow to the furthest right in any chain of Deathwish card you wish to activate. Still, it probably needs a fix or clarification.
 
TriforceDragon;n8700690 said:
It is an annoying interaction, but luckily one that is easy to play around once you are aware of it by always playing the cow to the furthest right in any chain of Deathwish card you wish to activate. Still, it probably needs a fix or clarification.
Thanks for confirming! I believe this needs a fix as it is confusing. While they removed possibility of cards to use their ability on units that were later summoned (e.g. vilgefortz the Roach, etc) This Shadow seems to works quite opposite. It should not be influenced by the units that appeared on board later.

 
Alts-Gamer;n8701590 said:
Thanks for confirming! I believe this needs a fix as it is confusing. While they removed possibility of cards to use their ability on units that were later summoned (e.g. vilgefortz the Roach, etc) This Shadow seems to works quite opposite. It should not be influenced by the units that appeared on board later.

Someone should make a bug report then. I'd do it myself, but i haven't craft shadow yet.
 
TriforceDragon;n8692470 said:
I lack plenty of cards to consider this deck complete, like Triss - Butterfly

The main problem I encounter with her is that she takes a certain amount of time to setup but she can really snowball and force your opponent to pass due to the amount of points you'll get every time from her. Although, I regret a little bit the fact that I crafted her instead of Yennefer Unicorn since Yen is an insta boost.



TriforceDragon;n8692470 said:
The cards you suggested seem solid enough, though maybe Wraith is a bit too much? Deathwish already leaves units for the next round and having a massive final answer card to drop in the end may be too much in combination with that

Yeah, I thought this "Spotter" version would be too much and too powerful but I proposed it to explore every possibilities.



TriforceDragon;n8692470 said:
Maybe a deathwish card more for buffing cards on your side. Since we already leave so many minions between rounds, it could be interesting with a minion that buffs those cards as it dies itself. Would probably need to be a "Boost right card" style effect since Deathwish spawned creatures head for the right side of the board.

That could be a good idea but some clarifications should be done.
- Would it be an ALLY unit that could be triggered with the harpies?
- How many strength should this unit have?
- Bronze or Silver unit?
- How many strength should it buff?
- When you say "Boost right card" do you mean that the unit would buff to its right?
- If so, how many units to its right?
- How does it work when the round ends? Because the units are triggering in a certain order : Lesser Element -> Harpies -> Iris (and the Cow somewhere before Iris) so when should it trigger?
- Which units would be affected then? Only the units on its row during the previous round?

In my opinion, the idea of a buffing DW unit could work but the "to its right" would demand too much toughts. I'd rather see it targeting random units, like "Deathwish : buffs 3 units by 2".

And our main problem with the DW archetype is the Consume one. It really slows us down because we need to imagine units that could work in a Deathwish deck but with always in mind that, unless CDPR changes Consume so that "if consumed the DW ability doesn't trigger" (with a buff to the str gave by the eggs), it will always be abused by the Consume decks.

I really hope CDPR will expand the DW archetype with more units and more abilities but if they do, it will always be used by Consume.
 

DRK3

Forum veteran
I like this archetype too. However i dont use it on Monsters, just a whole Skellige deck crafted all around the Cow i called 'Cowabunga':

Put cow - buff cow - damage cow by 1 point with SK units (or even better, put it on frost) = chort factory

Ofc the opponents usually destroy my cow as soon as it enters field, and i get mad as hell and lose will to keep playing that match, but still rage on... And when that doesnt happen it's really fun.
 
I just updated the Original Post with 2 new cards in the board of "ITS CORE CARDS AND OTHER CARDS THAT CAN HELP" :
  • The Alzur's Double-Cross (since the Shadow got buffed by 1) ;
  • The Fire Elemental (and its Lesser Fire Elementals).
I also added 2 reworks/buff of cards in "WHAT COULD BE DONE TO IMPROVE THE VIABILITY OF THE DECK" :
  • The harpy (get buffed by 1 for each DW it triggers, just like the old Celeano Harpy from the Closed Beta) ;
  • The Wyvern (almost the same ability as the NG Fire Scorpion, added a DW which deals 3 damages to a random enemy).
I'm also looking for suggestions about the Chort and the Manticore so if you have any idea on how to insert them in the Deathwish archetype, feel free to suggest it. (keep in mind that the Chort is also linked to the Prize Winning cow)


I also added a new title with the DECKS OF THE COMMUNITY so if you have any Deathwish deck that you want to share with us, I'd be glad to add it in the Original Post. Try to post a screenshot of it or a list of every card in the deck so I can recreate it.
 
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I just updated the Original Post with the new Patch changes :
  • The Alzur's Double Cross and Decoy (boost and not strengthen) ;
  • The Celeano Harpy (get nerfed by 1), Fire Elemental (get buffed by 1), Operator (get nerfed by 2), Bloodcurdling Roar. (get nerfed by 1)


I also added 2 new cards in the board of "ITS CORE CARDS AND OTHER CARDS THAT CAN HELP" :
  • The Overdose (now the opposite than Stammelford's Tremors) ;
  • The Marching Orders.

+ added my new patch's version of the deck. (still testing between Yen Unicorn/Chironex and Succubus)
 
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