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Locked in the last meta?
Cards: 40
Path
Journey of Souls
Power
Infuse
Brainstorm2
Forked Lightning3
Bragi Runesinger1
Giant's Stairway2
Locked In Ice2
Magnus Thorsson1
Extract Life1
Stray Panacea3
Strigoi Pup2
Daring Trapezists3
Firesong Prodigy2
Ruby Raider2
Ichor Feast2
Melpomene Muse2
Guise of Phobos1
The Oak of Dodona1
Vampire Historian2
Wings of Abaddon2
Magmataur2
Serapis, False Apostle1
Stairway to Hades1
Gigantomachia1
Seven Ring Ritual1
+0
Essence

23200
Type

Standard
Archetype

Midrange
Deck Created

Jan 9, 2021
Factions

Mana Curve

Rarity Counts

10
14
9
7
Type Counts

24
13
3
0
Views

226
Description

A Red Blue midrangey list that's been over performing on ladder. It's an experimental update on my old Ice and Fire list (https://www.mythgardhub.com/deck?id=2842) after the Loki's Veil and Locked in Ice nerfs.

You run a good amount of minions that can take advantage of Journey. You run a lot of AOE to deal with other minion based lists. You don't run many big boys, but the list does frequently play to 7 or 8 mana. Your end game is likely to be smaller minions on giants stairway or stairway to hades, Seven Ring Ritual or sneaking in face damage with the 1 of Phobos.

The list is quite flexible and can play fast and slow. It definitely requires some thought about the match up, even in the earliest turns. Against aggro you have AOE removal and life gain. You don't have as much beef as other midrange decks so you also tend to be more reactive and play for card advantage. Playing into pure control can be pretty difficult as you will need to play around their removal, but also decide when it's time to put the gas on.

Locked in Ice, Gigantomachia and Extract Life are your late game removal. After the nerf Locked in Ice feels juuuuust about ok. It could be a 1 of and swapped out for Extract Life, but I've kept it 2 for now for a couple of reasons -- having enough Blue to reliably burn to 2B, card advantage and the 0 strength stall. The repeatable effect matters so much for capping off your top end against other decks that play to the late game, without needing to dedicate so much of your own deck to that. It still feels pretty bad compared to before the nerf though, as you normally at least some board in place to take advantage of it now that it's only fragile 4.

Locked in Ice and Historian feel like the most questionable cards at the moment. But they play off each other fairly well in stalling out certain decks and providing some flexible removal. Other cards I would potentially look to find a slot for would be Shopworn Bull and Kara. Both seem like they should be a good fit for a midrange list, but I'm uncertain about cuts and they don't quite fit with how I play this personally.

Still messing around with the deck. I'm not sure if it's actually good, and it seems like it should be vulnerable to certain decks in the meta like OP midrange, but it's performing well for me with a 75% winrate on Mythril ladder -- which was way higher than expected. Try it out and let me know what you think!