|Deck Cost: 11,750|
That name is a mouthful, isn't it? But hopefully it got your attention as to what the deck is. Let's just call it Aggro Neutral/Blood hereon.
Right. Let's face it. Some of us don't have Alices. Or the 10,500 vials required to craft three of them. >.< What to do? Adjust the list to be the best it can be without them! Now, to note, I know I've listed this as a budget deck, and comparably, it is. But the deck really does need at least one Spawn of the Abyss. It closes games you wouldn't win otherwise, so yes, I consider it a bare minimum of a requirement. Though the deck actually runs quite fine with just one. I am playing a number of golds, though- so it stretches the line of 'budget'. My train of thought goes that, because I was able to craft the deck and climb to B rank (so far) within two days of starting the game, without spending any money on it, suggests to me that it's within the realm of both a starter deck and competitive.
Yes, the deck does lose something with the Alices being cut, and needs to adjust certain card choices to make up for it. It becomes a more aggro-oriented deck, attempting to go to face as often as possible and close with Spawn of the Abyss, or surprise Storm pushing in the last necessary damage. You may notice that the deck is entirely creatures. Constant pressure- it's fine to trade off creatures if necessary because you'll have a steady stream of them.
Differences from the main Alice deck:
-2 Goblin Mage - Why? Goblin Mage is a neutral card, which benefits from Alice, and generally attempts to pull another neutral card. But it's behind the curve when it comes to stats as a 3 cost 2/2, and in order to keep the pressure, this deck needs something more aggressive.
-3 Goblin Leader - Why? Again, Goblin Leader is a neutral card that seeks to take advantage of Alice, by creating multiple creatures to pump. A deck worth its salt should eat the leader the following turn without even trading. But then, in an Alice deck, there would still be a potential 4/5 the following turn (if Alice is played and evo is used). In this deck, it pumps out two power over two bodies, which is really bad, when the options in the deck tend towards 3 power, and often ward, in the 3 drop slots. Much more useful.
-3 Alice, Wonderland Explorer - Yes, I know. Card is OP. OOOOooooh PPPpppppeeee. We'd be running them if we had them. But you're probably here because, like me, you don't.
-2 to 3 Alucard (depending on decklist) - Because Imp Lancer is a cheaper to cast, more resilient threat. (threatening to hit multiple times if evolved)
-2 Hungering Horde - We don't need it. Big Knuckle Bodyguard, Scarlet Sabreur, and storm minions get the job done. Even a Tove + Neutral is fine. If your opponents are reacting to you while you're continuing to produce threats, you're in a good place.
-2 to 3 Diabolic Drain (again depending on decklist) - There are other ways to clear ward minions that potentially do damage to the opponent if they stick around.
+3 Boy Who Cried Wolf - Why this choice? A 3 power 2 drop? Yes please. He can take out opposing Toves and Grimnir, to boot, and laughs at Forestcraft. Going face early pushes in just that one or two extra damage that can make all the difference.
+3 Blood Wolf - Storm to the rescue. Pushing extra damage or utilized as a pinch removal.
+3 Angelic Knight - The card is neutral, so it can activate Tove. The card gives whatever 2 drop you're attacking with an extra damage, which can either help clear a ward, or get in there for an extra point. And it has ward, which means the pumped creature might get in there for an extra two points.
+3 Veight, Vampire Noble - 3 power, ward, AND creates a 1/1 on clash? Card is an all star.
+1 Disagreeable Demon - The miscilaneous leftover slot. Filled with goodness. Trading off your two drop and then having a 4/3 at the cost of 2 damage isn't a bad deal. Or having a 2/3 ward is basically the same as an early Grimnir.
+3 Imp Lancer - Because Storm. Makes a good Evo target. A 5/8 is a little like a 3-for-1. 5 damage to face, and -probably- two dead opposing creatures swinging into it. Or 10 to face, if they can't kill it.
- Some discussion on other cards and utilization:
Baphomet - Baphomet is a 5 drop, not a 2 drop. Unless you have Spawn of the Abyss in your hand already.
Spawn of the Abyss - Sometimes, the turn after you play Baphomet, you can't play Spawn right away. If you have Baphomet in hand early, save your evos. When you do play Spawn, if you can kill your opponent by evolving and rushing, do so. Otherwise, unless you'd die by not doing so and there is no other line of play available, save it until it can go to face. If they play a ward, you can often clear it with other cards.
Emeralda, Demonic Officer - Speaking of. Emeralda is immensely handy because, on curve, she takes out whatever wants to block the Spawn of the Abyss. Emeralda can also take out certain Havencraft runes which, without that possibility, can cost you the game. It's an added bonus to have storm if you have vengeance.
Grimnir, War Cyclone - Of note. If you have a Grimnir in hand somewhere around turn 6 or 7 and could play it... don't. Try to save it for turn 10, when it becomes a one-sided semi-boardwipe + damage to face. I play three because I'm happy topdecking this late game.
Deck is strongsauce. But it does have a problem with Heal-Haven. (the deck that uses heal effects in tandem with the card that pumps creatures when the player is healed) And Themis' Decree is a hard blow that's difficult to recover tempo from. (It can be done, but it's rough)
The deck actually seems ... ironically... favored against Alice Blood decks when on the play. If your opponent pops a hasty Spawn of the Abyss to kill something, and you live through it, a counter-Spawn attack on the Spawn means yours lives and theirs dies. Something worth noting. Of course, if Alice manages to stack pumps beyond your control, it can be a short game. Just depends how the cards shake down, but this deck has more early game than the Alice version. An ironic twist of adapting to not playing Alice.
|Lyrial, Celestial ArcherFollower - Rise of Bahamut||2||x 3|
|Actress FeriaFollower - Wonderland Dreams||2||x 3|
|Blood WolfFollower - Standard||2||x 3|
|BaphometFollower - Tempest of the Gods||2||x 3|
|Boy Who Cried WolfFollower - Wonderland Dreams||2||x 3|
|ToveFollower - Wonderland Dreams||2||x 3|
|Grimnir, War CycloneFollower - Tempest of the Gods||3||x 3|
|Angelic KnightFollower - Wonderland Dreams||3||x 3|
|Veight, Vampire NobleFollower - Rise of Bahamut||3||x 3|
|Disagreeable DemonFollower - Wonderland Dreams||3||x 1|
|Big Knuckle BodyguardFollower - Wonderland Dreams||4||x 3|
|Scarlet SabreurFollower - Wonderland Dreams||5||x 3|
|Imp LancerFollower - Standard||6||x 3|
|Emeralda, Demonic OfficerFollower - Wonderland Dreams||7||x 2|
|Spawn of the AbyssFollower - Wonderland Dreams
Whenever this follower attacks, deal 6 damage to the enemy leader if Ambush is active for this follower.
Last Words: Deal 6 damage to the enemy leader if Ambush is active for this follower.
Whenever this follower attacks, deal 8 damage to the enemy leader if Ambush is active for this follower.
Last Words: Deal 8 damage to the enemy leader if Ambush is active for this follower.