My Nature Deck - Final Evolution

in Gods On Chain3 years ago

The last month, I've been posting my weekend ranked results with a very similar nature deck. I've also been blogging my thought process around trades in this deck.

  • Swapping Black Jags for Skeleton Heavies
  • Swapping Pyramid Wardens for Rabid Bears
  • Add in one more anti-relic tech

Here's the deck I ran this weekend:

deck.png
Deck Code:
GU_1_5_GAwIDNIDNCAuCAuCCOCCOCAvCAvIASCBhCBhBCCBCCIDKIDKCBxCBxIALIALCAsGAbIDMIDMICHICHGAnIDFIDFCDf

After some very fruitful discussion with Aftermath (one of the top Nature players I know of), I'm making one more adjustment:

Nefarious Briar -> Bronze Servant

Pilot's Guide

What makes this deck work? There are several things going on here. After playing flavors of this deck for a month, I feel qualified to speak to them.

4 HP Breakpoint

A strong focus on early creatures with 4 HP is one of the ways this deck succeeds.

4hp.png

Consider facing a mage opponent. Every mage player will have the following two spells equipped:

bolts.png

If you are running Black Jags and Marsh Walkers, they have the perfect answer. By instead running 7 (!) early creatures with 4 HP, you make tracking bolts extremely awkward for them. This goes for other gods, as well. There are a lot fewer answers for 4 HP creatures. Your opponent will exhaust their answers long before you run out of problems.

What else does this mean? When your big beasts finally hit the scene, there is so much less removal to worry about. I love seeing a Wyrmbreath used on a Rabid Bear just to drop a Moose next turn.

3 HP Card discussion

Given the importance of 4 HP, a creature with 3 HP must generate extreme value to compensate. The following three meet that criteria.

3hp.png

If the Finnian nerf goes live (becomes a 2/2), the deck will definitely feel it. Naturally, I'd much rather have seen a 1/3 proposal, but that may have left him too strong (hard to say).

This deck also has several ways of buffing 3 HP up into the critical 4 range.

buffs.png

Pings and Board Control

Another reason for this deck's success is its ability to ping creatures for control.

pingers.png

Always keep a Faeflame if it shows up during the mulligan. Combined with your early creatures and extra sources is ping damage, you can clear just about anything with it. Taking face damage early to establish board control (especially when starting second) is worth it.

Special nod to Selena vs Light. Light isn't too prevalent, but Selena is his worst nightmare. I haven't lost a game in a month against Light with her in play.

Limited Confused

We've only got 3 creatures (6 cards) with confused. (Rabid bears can have it if you want but don't have to.)

confused.png

For a nature deck, this is a very limited amount of confusion. Not only that, but we look for Selena to remove it from our Moose and Pangolin. Most importantly, though, a little bit of confusion is easy to play around. Your other, non-confused creatures can trade where you want allowing the Pangonlin or Boar to come in guaranteeing to hit what you've left alive.

It's very rare that I have to pray to RNGeesus with this deck.

Hard Removal

This deck has plenty of options in the removal department.

removal.png

Boars and Pangolins are creatures, but most often act like removal spells (leaving a creature behind is a big bonus). All of these removals have randomness in common, but combined with your pinging ability and board control, more often than not you can clear out other targets and then guarantee to hit what you want.

Relic Removal

relic removal.png

Chiron is an auto-include card, so you'll always have at least a prayer of drawing relic removal when you need it. Bronze Servant is the next logical choice. At only 3 mana, she hits the critical 4 HP threshold and removes 2 durability from enemy relics.

I was running Nefarious Briar, but you don't get much for the extra 1 mana. Same HP. A wild tag that is meaningless in this deck. 4 durability removal, but most of the meta relics don't need that much removal. 1 extra strength and regen are the only benefits, but being able to play a servant a turn earlier (as in right after they equip the necroscepter) is worth the trade.

Finishers/Beef

big beasts.png

We're looking to get to 5-6 mana, so when we get there, we need things to play. Luckily, this deck has 6 cards at that price point. Odds are good you've got 1 when the time comes. The early game demands so much of your opponent to keep up that most are gassed by the time these big guys start dropping.

God Power

Same as always.

Animal Bond if

  • Nature
  • Magic
  • Death

Selena's Mark if

  • Light
  • War
  • Deception

Why the odd curve?

Selena is the only 4-mana creature. I started off with 2x Overgrown Rhinos, but I don't miss them. Our early cards are beefy, and our god power is useful. There is almost always a good play to carry you through to your first 5-mana creature.

You could consider swapping out 2x Rabid Bear or 2x Stags for 2x Overgrown Rhinos.

Conclusion

We've had a long period of stable meta for me to fine-tune this deck to the point where it's as optimized as I can make it. The win rate is nice, but more important is the feel when playing the deck. Going first, I feel in control from the start and rarely ever lose it. Going second, I usually feel confident in my ability to take control from behind. Most often, I'm winning decisively with this deck. It's well suited to the current meta.

Sort:  

Bronze Servant for relic removal actually sounds pretty good, especially once Svart Basilisk gets reworked in the CSR. With all the Nature decks running around, I wonder if there's an optimal Nature deck that can stake its claim to be the "best" version, or will what's best be constantly in flux 🤔

I love how you try to limit confusion because it has been getting on my nerves lately costing me A LOT of games

This is practically the quintessential list I was afraid of facing when I first started facing stronger decks: nature just seems to have soo much good stuff going in the early/mid-game. I'm curious: that's a sick win rate, is that from this weekend?

Yep. That's all weekend. Still a small sample size, though, so I'd expect it to come down some.

Well it would game-breaking if it didn't lol.. If you don't mind (ignore if u do):
how many wins do you typically get in the weekend? What kind of stuff do you do otherwise in life? How long have you been around?
I'm curious because I see you all the time on Hive, always upvoting everyone's posts :))

I'm fairly consistent at 17+ wins during the weekend. This weekend was 19 (I actually started 3 games playing a different deck). I've been playing since July last year. Mainly, you see me on Hive so much because I'm a mod and curator.

Ah! Makes sense, thanks for taking the time to answer:) Consistently going 17+ must have netted you quite the collection, huh?

I've only been competing in mythic for ~6 weeks or so. I went the F2P route for a long time before deciding to spend money on the game. I focused on buying one good deck I could use each weekend, and that seems to have paid off for me.


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