Legend F2P Super Budget Assasstion Deck!
3 Arrow in the Knee
3 Brutal Ashlander
3 Firebolt
3 Shadow Shift
3 Abecean Navigator
3 Crystal Tower Crafter
3 Finish Off
3 High Rock Summoner
3 Ice Spike
3 Soul Split
3 Cunning Ally
3 Telvanni Arcanist
2 Thievery
3 Varanis Courier
3 Lightning Bolt
3 Lillandril Hexmage
Legend F2P Super Budget Assasstion Deck!
3 [card]Arrow in the Knee[/card]
3 [card]Brutal Ashlander[/card]
3 [card]Firebolt[/card]
3 [card]Shadow Shift[/card]
3 [card]Abecean Navigator[/card]
3 [card]Crystal Tower Crafter[/card]
3 [card]Finish Off[/card]
3 [card]High Rock Summoner[/card]
3 [card]Ice Spike[/card]
3 [card]Soul Split[/card]
3 [card]Cunning Ally[/card]
3 [card]Telvanni Arcanist[/card]
2 [card]Thievery[/card]
3 [card]Varanis Courier[/card]
3 [card]Lightning Bolt[/card]
3 [card]Lillandril Hexmage[/card]
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Assassin deck
Combo
3 | 12 | 18 | 11 | 3 | 3 | 0 | 0 |
Mulligan for 1-2 cost minions – the more the better. Try not to take bad trades whenever possible. Collect actions and try your best not to play them without getting double benefit. Use the actions to buff a Crystal Tower Crafter or do 2 damage from a hexmage. Use soul split on High Rock Summoner, Navigator, or Ashlanders.
Good luck, and as always, you can see this deck in action at https://www.twitch.tv/erlexx
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25 Comments
One of the first things I would upgrade if possible is the Courier to Schemers as it draws a card faster, and puts more pressure on the board. Its also more blue which is good.
Here’s what’s happening to me:
Even with mulligan I often start with no creatures and draw no creatures in the initial turns, meaning that I lose health and control over the board, while wasting actions that are supposed to trigger the win conditions. How am I supposed to not make bad trades, when 3/1 Abecean is the only creature I could’ve played in the first 5 or 6 turns? Crafters usually either show up too late and make no impact or don’t show up at all. I often see no Hexmages during the whole game, or if they finally show up it’s too late to change the game.
The deck obviously wasn’t supposed to be legend tier, but I still ended up a little dissapointed that it served me for only a couple of hours, before it became really difficult to win anything. I’ll admit, a lot of cards here are staples anyway and MANY decks will use them, so it’s not like you waste souls, but it did make it somewhat harder for me to get more money and cards since it was the only complete deck I had and it lost so often.
While it may sound like I’m considering this the worst deck ever and a waste of time/resources – I really don’t.
First of all – it’s really cheap, and as I’ve said – a fair deal of cards is also usable in competitive decks, so it’s a decent future investment.
There were a couple of games where I’ve snowballed beyond control, even against pay2win players, and bad draws happen even with the best decks. It’s not anyones fault, just the luck factor. The deck rocks when the game allows it to.
I bet I’m making mistakes and bad plays that more experienced player probably wouldn’t, my greatest issue here is that it isn’t as beginner friendly as I thought it would be.
Also, this deck made me realize that I prefer a different playstyle and I probably have a wrong mindset for it.
So, now – I’m stuck with it and it doesn’t work for me, what do I do?
Modify it to the extent my card pool allows, of course.
To deal with the problem of not getting any creatures and losing far too much health and board control I did this:
I’ve dropped one Arrow, Split, Shadow Shift and Finish Off. They’re all useful in this deck, so I want to draw into them from time to time, just not all the time. Less actions = more creatures. 22 actions I feel are still good enough for Abecean to be impactful.
Since it usually takes me some time to draw into what I need, I’ve grabbed a couple of cards that allow me to extend the game, 2x Fighters Guild Recruit and 2x Camlorn Sentinel, both are prophecies good enough even when not played for free and both help against shadow lane pilfers. Prophecy also means that you’ll hopefully get to play them for free and have full mana do to your comboing and boardclears.
With the new guards in place, I’ve dropped one Varanis for a Schemer I had, for the reasons Erlexx mentions above.
I wanted to drop Thievery, but getting some health back was just too good. I’ve a single House Kinsman, which is basically thievery + 3/3 creature, but one’s just not enough and it’s far too expensive to craft right at the beginning, but it’s a switch I might consider later on. I’m thinking about possibly dropping both Sentinels in favour of 3rd FGR and another action, but I’d need to do more testing. The 2 Sadras’ Agents I have are also tempting, sticky guard are the best, but I’m a little afraid to go too heavy into mana expensive cards, it makes comboing more difficult.
For now I’ve 28 creatures and 22 actions, 12 green and the rest is blue. I actually ended up with better odds to proc the Ally.
TL:DR – The deck’s okay, but there’s no reason to be afraid of trying new things out to tailor the deck to your needs and capabilities.
What I have found with my playtesting is that if you can’t have a pretty good idea of everything your opponent might do on their turn, its easy to get destroyed. Gotta watch out for the turn 4 Lightning bolts that ruin your chances with a hexmage, gotta watch out for the turn 5 silence from purple on a crafter – etc. Its not an easy deck to play by any means, but it is at least possible to hit legend with it, and I dont think theres another deck in its price point that can.
While it may not be an anti silence, you could maybe try adding some more threats into the deck to bait the silences and removals, so that they’re left with no responses to your win conditions. The (I’m fairly sure) free Kinsman, the free breton conjurer, creatures with lethal/pilfer or buff creatures could be the change you need. They’re bound to get some sort of reaction. You can support those cards with wards and boardclear, so he’ll either let your cutpurses grow too big and you’ll win regardless or he’ll use removal, so that the way will be opened for your Crafters and Hexmages to finish the job.
You could maybe try mixing blue with another color, purple or yellow being a decent choice. Purple adds some good creatures, but you lack some of its awesome actions (like mummify) at the start, while yellow could help you add pressure and has some great cheap, common actions (like execute and javelin) at its disposal.
Is my version of this deck (crafted the 3 arcainists since they are really good value here).
I have some holes in my collection to do a carbon copy, but I find adding the extra guard allows for much easier board control/stall early on, and once you get to the middle turns you will ideally have enough action cards in hand to either start the hexmage beat down, or just keep on countering the opponent until you can safely drop the hexmage.
Sadras Agent is really good I find, it’s usually a 2:1 and sometimes a 3:1. Dune Smuggler is really nice because you can swap your lane defense and give it a slight pump. I actually have no Minor Wards, else I’d play them, but they should couple really well with Fighters Guild Recruit if you do use them.
Quin’Rawl Burglar, just for the raw power.
Goldbrand, see Burglar
Icewraith, for an extra ice spike