Thought I'd share a deck I've been having a blast playing lately. Its been VERY strong in normals but don't take it into ranked - it will get wrecked by sideboards.Command:
- Thunder Apprentice
- Grounded Angel
- Black Bind WitchCharacters: 16
x2 Voracious Goliath
x3 Acolyte of the Crypt
x3 Verore Death Worshipper
x2 Xi Ascended
x3 Adaptive Drone
x3 Cassial, The SelflessAbilities: 20
x3 Lightning Blast
x3 Reflective Shield
x3 Mass Death
x3 Lightning Blast
x2 The CalamityLocations: 2
x2 Ruins of VeroriaMissions: 2
x2 Ritual of Summoning
x2 Gather Thoughts
x3 Sinister Corruption
x3 Tyra, the Burden of War
Don't let this deck fool you - without a way to appropriately handle Ruins it is EXTREMELY dangerous to attack this deck. For the early game your opponent is going to be pressed to stop thunder apprentice from granting you early board control - and the combo of black bind with and grounded angel give thunder apprentice a good chance of getting you a lightning blast or two.
The cool thing about thunder apprentice is that she serves two purposes - she can get you early board control OR she can stock up overcharge fuel for Solace's peace which can allow you to almost instantaneously regenerate the hp lost by playing ruins.
Explore helps to ensure that you can get ruins up quickly and also serves the dual purpose of providing cards to your hand once its down. Once ruins is down the deck gets fun. You no longer need to use the defense zone. At all (unless you suspect location removal in which case you're probably going to have a bad day). Oppress + Reflective shield pretty well ensure that the most damage a creature is going to deal to you is 3 per creature. And if they're fielding weak creatures all you need is reflective shield. Because of your continuous lifegain you place your opponent into a position of almost having to all-in you to ensure they can actually finish you off. Because of this, landing a MD usually means your opponent is going to feel it. Hard.
To finish off the game just use acolyte of the crypt and Xi to pump out what you need and wait for the opportunity to finish the job.
+ VERY strong board control without location removal
+ Many cards which serve multiple purposes for your deck
+ Ritual of Summoning becomes activated in most games
+ Creatures become a valuable commodity to your opponent and each loss for them is a significant problem and typically will benefit you 5 different ways.
+ Because this deck forces your opponent to put up a strong board both MD and Calamity can be very devastating to someone saving up for a OTK
+ Can Defend without a creature presence
- HEAVILY reliant on ruins. You can still win without it, but it becomes much, much more difficult.
- Not very strong creatures - generally you'll be relying on abilities to keep you alive (Not much of a surprise there)
- Unlike many overcharge decks - you usually have the fuel to do what you need with this one
- Reliant on the opponent to attack - your sideboard is an important asset to ensuring that they are forced on the offensive.
- Weak to location removal. Sorry, no ruins = no chance