ContactLogin/Register

Decks

Profile Icon
Death Machine
Cards: 40
Path
Rainbow's End
Power
Impel
Beimeni Falls3
Orbital Jamming Satellite1
Wonder Drug2
Goliath's Web2
Zolea, the Unclean1
Ruslan's Bight4
Gallows Boy4
Gamayun3
Iku-Turso1
Indrik Beast1
Ghost In The System2
Night Market2
Neo-Gangnam1
Rogue Idolon1
Pentacle of Flavors1
Whitemoon Arena2
Jin-Sook, Dollmaster1
Master of Shadows1
Spirit Away2
Terragon2
Perfect Grade1
Plague Maidens2
+0
Essence

25450
Type

Standard
Archetype

Control
Deck Created

Dec 16, 2019
Factions

Mana Curve

Rarity Counts

13
5
15
7
Type Counts

20
5
14
1
Views

24
Description

Death Machine

Strengths

  • Controlling board
  • Life gain
  • AOE removal via Plague Maidens
  • Sticky minions

Weaknesses

  • Weak enchantments without a combo
  • Difficult to regain tempo
  • Combo oriented - you can get screwed with a bad hand / draws
  • Only 40 cards :'(

Summary

Death Machine is a surprisingly powerful control deck with excellent synergy and combo pieces. The core combos for this deck revolve around Whitemoon Arena and Plague Maidens. Whitemoon Arena synergizes with warded minions, especially gallows boy, allowing you to snipe enemy minions for free trades from across the board. Whitemoon is weaker when it comes to removing multiple threats, which is what makes Plague Maidens so useful as an AOE threat. Because this deck also features a great deal of warded and armor, Maidens are usually a 1-sided board wipe and have the ability to deal up to 7 damage from hand during the late game to finish your opponent.

Yellow provides a great deal of healing options and utility with Beimeni, Wonder Drug, Zolea, and Satellite. Gamayun is a must in most green rainbow decks because it greatly increases your chance of getting the free draw at the end of each turn, and you should never underestimate his ability to finish the opponent with Agile. Night Market is a newer addition to the deck, but it should work well considering all three items are useful to the deck strategy. Compass often works for free draw with rainbow and helps you draw the combo pieces you need. Ramen gives you an extra move action each turn and in theory allows for double whitemoon activations in one turn, but do read the disclaimer below before trying that! Finally, Pike gives Maidens or Whitemoon occupants piercing so they can deal damage through armored defenders (yes this works with non-combat damage, but be careful if your maidens are on bight since they will take damage!).

Overall I'm surprised how well this deck works even when I wasn't taking it very seriously, even with the Whitemoon bug. Maidens are just so powerful right now, warded minions are very hard to deal with, and armor can really give decks like RO a hard time.

!! BUG WARNING !!

Whitemoon Arena is currently bugged! If you move a creature off from the enchantment it will mess up the buff for the rest of the game. This is pretty serious and limits the tricks you can do with the card. Fortunately, you can play around the bug by never moving a minion from whitemoon unless absolutely necessary. Another important thing to understand is that whitemoon only counts a duel as a "win" if your minion survives the trades. Sometimes it is still worth it to trade evenly with another minion, but it is worth keeping this in mind.