Trying to make Hand Buff War Happen
Intro
Look, I miss Intense Training, OK? I figured I would theory craft a hand buff war deck that might scratch that itch. I've been playing it in practice mode (use code 'practice' in the direct challenge). I want to layout the general strategy and would love to get feedback on how to optimize. I also have an excellent gameplay vid beating a meta anubian deck (if only barely).
Deck
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Strategy
With all the relic removal these days, I figured a creature-centric deck might be able to shine. Importantly, this is a relatively aggro deck, but I have 6 frontliners.
These are tough cards designed to buy us the turn we need to cast our major hand buff cards:
I opted for 2x Fox given the flexibility of playing it for just 1 mana if needed. Might Makes Right is great, but you need multiple creatures in hand to get any kind of payoff and 4 mana is your entire turn early game.
Payoff cards:
These are what we want to buff. Each one gives us a lot of value when buffed.
Other tools:
Hearts of Bronze is a a questionable call, but getting 2 armor on Guild Enforcer or Bronze Gate stops aggro decks effectively. Getting an armor on PW drastically increases it's value, too.
Spoils of War is the perfect cycle card. We need creatures in our hand to buff, and this gives them to us. The Slayer GP makes proccing frenzy trivial (if expensive).
Mulligan
Pretty standard mulligan for War. I wouldn't hold any buff cards in the opening hand (maybe Fox's Venture). A hand full of buff cards and no creatures is game over. Instead, battle for board using tough creatures and hope you get a buff card.
Gameplay
- I wind up with Fox's Venture in my opening hand due to bad luck.
- The opening hand in general is pretty bad, but at least I went first.
- Bronze gate on turn 2 feels good, too (for a minute anyway).
- Turn 3 I roll the dice and play Fox's Venture mainly because none of my other options were particularly stellar.
- Turn 5 Orcish Gets Overkill from tempt fate.
Even so, we only just managed to beat the anubian deck. The deck is OP, though, so it counts! Hearts of Bronze also gives us a ton of value. Turn 5 I think I misplayed and should have used Orcish to take out Priestest for more face damage.
Conclusion
I'm still playing with this deck and would love community feedback on how to make it better. Should I completely transform the deck and stretch out into 6-7 mana? There is so much aggro out and about, though. Are there other cards that would work better here? Let me know!
At 7 mana you have Strength in Numbers (slow), Hector (gutted by nerf) and Demo (good, but not in here), none of which is good for this deck. At 6 mana you get SS, I may use a single from that as a board reset/finisher. But yeah, we live in an aggro meta for now, you need a low curve and there is already a lot of 4-5 mana here.
Handbuffs give up tempo for value which is tough in this meta. Using a Might Makes Right takes up most of your turn which means you're going to fall behind on board. Wolf-Cult Vanguard looks like a good fit for the deck.
Oh, excellent suggestion! I'll fit him in and test it out.
Damn that game was a nail biter. Also I've never seen Fox's Venture played before! That seems good.......
Maybe this one + buffed / armored creature can help against Anubians?
(Searching War cards to invest (10 bucks) in while War is low. War cards are so cheap these days).
PWardens against Anubians can be risky. They can cost too much health if you are unlucky to meet Priestesses of Takhat and Raving Necromancers. Like here (at 2:05):