Portal Madness
- Unknown Warlock
- Wild
- Fun
Howdy folks: Thaks for taking a look at this
Inspiration
I wanted to build a deck with the portal cards, but I was also enamored of the Zoo archetype using minion cards and Flying Carpet. Tinkering around with these decks I created this rather unruly hybrid. It's fun in that nearly every card has some different dimension of threat to it and the deck can push pretty hard in both the early game and late game.
This is not a great ladder climbing deck, its a somewhat weaker hybrid of a bunch of ideas. But, it's quite fun and engaging to play and it can really go bonkers some games and utterly crush strong meta decks.
Core Mechanics
This deck has a lot of different themes happening but they all synergize to some degree.
Portal Theme: 2xPortal Keepers and 2X Portal Overfiends stack the deck with portal hounds with the help of 2X Augmented Elekk. Sense Demons is used to pull the Portal cards into your hand so you can reliably stock the deck. After the deck is stocked, Cult Master is deployed as a draw engine with the charging portal hounds and other small minions on board creating fuel to cycle the deck quickly and provide constant pressure.
Giants Theme: This deck can both generate wide boards, and stock a big hand size. The sea giants can come out pretty early from cheap sticky minions, especially when facing another wide board deck. They can also be a tempo play later when the portal hounds flood the board. The Mountain Giants are mostly played for tempo when you hit a big draw cycle with the hounds. That said, they can be pulled pretty early if your opponent is control and you hero-power and sense demons in the early game. The Soularium can also be used to stack your hand.
Minion/Carpet Theme: It's not a zoo deck, but it is designed to use a similar strategy in the early game. Minions provide low cost, high value plays for the beginning of the game. Mecharoo and Replicating Menace also generate tokens and provide early pressure. Magic Carpet and Knife Juggler combo with these to get extra value from these cards and provide opponents with attractive removal targets in early game. Glinda Crowskin can elevate many of these cards into late game threats if she can stick to the board for one turn.
Playing guide
Generally, you are playing the zoo half of the deck in the early game to fight for the board and pull removal from your opponent. The deck doesn't have much in the way of removal so you always want to trade aggressively for board control.
Mid game, and at any opportunity you want to stock the deck with Portal hounds as best you can. 9-12 is the kind of numbers you are aiming for. The more you get in there, the stronger your late game is.
Late game you are trying to pay out value combos, either from Cult Master drawing into rushing hounds, Giants dropping on heavy boards, or some Glinda combo. Basically, play whatever synergies the deck throws at you to out value your opponent. You need to press pretty hard because the deck does not have a fatigue plan. Don't overdraw a stacked deck if you don't need to. You can loose built up value by summoning hounds out to a full board.
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- 1 Mortal Coil x 2
- 1 The Soularium x 1
- 2 EVIL Genius x 2
- 3 Sense Demons x 2
- 6 Glinda Crowskin x 1
- 1 Mecharoo x 2
- 2 EVIL Cable Rat x 2
- 2 Knife Juggler x 2
- 3 Augmented Elekk x 2
- 3 Magic Carpet x 2
- 4 Cult Master x 2
- 4 Portal Keeper x 2
- 4 Replicating Menace x 2
- 6 Portal Overfiend x 2
- 10 Sea Giant x 2
- 12 Mountain Giant x 2
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