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Frosty
Cards: 40
Path
Rainbow's End
Power
Impel
Einherjar Thane3
Higher Ground3
Might of Giants2
Bragi Runesinger1
Kara Mourningwives1
Svinn, The Gatekeeper1
Thunderclap1
Valkyrie Enforcer2
Giant's Stairway3
Magnus Thorsson1
Allfather's Horn1
Pocket Instance4
Racer In Shadow4
Sword Saint2
Loadout Armory2
Shinobi of Smoke3
Nine-Tailed Vixen1
Merciless Koxinga1
Terragon3
Celestial Dragon1
+1
Essence

20800
Type

Standard
Archetype

Aggro Midrange
Deck Created

Oct 29, 2020
Factions

Mana Curve

Rarity Counts

18
11
4
7
Type Counts

24
4
12
0
Views

261
Description

I took this list to Champion this season, going 83-39 through Mythril (68% winrate).

How to Play

This deck is a board-focused aggressive list. Your goal is to curve out early, starting with Thanes and Sword Saints, and keep them on the board with Racer in Shadow and Pocket Instance. You should always be looking to push damage with Overrun, but be careful to not lose board control before they’re low on life. Plan out your curve and your burns carefully; you generally want to burn purple on turn 1, so you can play sword saint on curve, and have burned two blue by 4 to play Kara, Bragi, or Svinn. Playing around Misanthropia and Gigantomachia is important; if you already have 2-3 bodies on board going into turn 5 or 6 against a color with strong AoE options, consider investing your mana into a Giant’s Stairway instead of a Terragon. Racer in Shadow is both a tool to protect your early minions while you buff them up and a way to turn your buff cards into finishing tools late, use them judiciously. You generally hope to finish the opponent by turn 7 or so, though some games go longer; if you don’t think you’re going to be able to finish them quickly, try to find and play a Loadout Armory.

Rings of Immortality Updates

BP rainbow has largely flown under the radar in serious competitive play, but it gained some significant tools in Rings of Immortality. Might of Giants in particular is a standout card in this list. Compared to Demolition Speedway, Might of Giants can follow a teleporting Shinobi of Smoke enabling multiple trades and pushing damage, and Pocket Instance enables Might of Giants in turn by being the only cheap enchantment that ends up in the boneyard over the natural course of play. Other important Rings of Immortality cards are Higher Ground and Loadout Armory, which are enchantments which provide a little bit more long-term value- through leveraging divination to draw off Rainbow’s End, or through buffing up your smaller minions drawn late. Overall, this version of the deck compared to the core set version has some additional combat tricks, good reach to find lethal, and more resilience into the late game.

Some Matchup Specific Tips

RY Aggro- They are the beatdown. Keep Magnus, Thunderclap, Sword Saint, and Racer in hand. Keep their board as clear as possible, and try to keep something across from all of their lanes. Don’t try to race unless you’ve stuck a Kara or other large threat and have a Biting Blade ready to go.

RO Valuetown- They are usually the beatdown. Keep Magnus, Thunderclap, Sword Saint, and Racer in hand. You can race them if you can clear their board, but if they have Ready for Anything you’re going to struggle.

YG Control- You are the beatdown. Keep 4-5 drops as midrange threats; Koxinga specifically can kill Autocams. Burn buffs like Pocket Instance and Might more than you would in other matchups, as its hard to get value out of them when your minions are being constantly hard-removed; the exception is Giant’s Stairway, which is quite valuable in this matchup.

RG Spell Aggro- They are the beatdown early. Racer in Shadow to kill their early Mothmara is key to hamstringing their damage. Keep Koxinga to blow away their Autocams.

GP Necromantic- You are the beatdown. Valkyrie Enforcer is key to answering early Necromantic; don’t burn it. Play aggressively, as these lists often lack in AoE, but watch out for Traitorous Murmur. Your best answer to murmur is often to place two midrange minions adjacently, then if they murmur one, use pocket instance with the other- that is, unless you have Enforcer to get back your stolen minion.

GP Spirit Aggro- They are the beatdown. Call from the Grave and Smite gives them substantial reach; Sword Saint and Racer in Shadow are key to this matchup, as covering lanes will often be insufficent. Again, watch out for murmur- if they murmur your lifetapping midrange minion, you’re in serious trouble.

Budget Swaps

Key mythics include Vixen, Kara, and Celestial Dragon, all of which are important to the gameplan and hard to substitute properly. Magnus is insanely powerful, but can be substituted with a second thunderclap. Svinn, Koxinga, and Bragi are generically good midrange minions and could be substituted with Spear Sisters, Back Alley Ronins, or another Terragon as befits their mana cost. Other budget cards that could potentially fit the list include Lantern Colossus, Backchannel Captain, and Blackened Jotun.