Table of Contents
[Legend] Control on a Budget (Monk)
1 Ungolim the Listener
3 Fighters Guild Recruit
2 Finish Off
3 Kvatch Soldier
3 Thieves Guild Recruit
2 Blacksap Protector
3 Crushing Blow
1 House Kinsman
3 Nimble Ally
2 Varanis Courier
3 Deshaan Avenger
2 Green Pact Stalker
2 Hive Defender
2 Territorial Viper
3 Piercing Javelin
2 Soulrest Marshal
1 Quin’rawl Burglar
2 Chaurus Reaper
[Legend] Control on a Budget (Monk)
1 [card]Ungolim the Listener[/card]
3 [card]Fighters Guild Recruit[/card]
2 [card]Finish Off[/card]
3 [card]Kvatch Soldier[/card]
3 [card]Thieves Guild Recruit[/card]
2 [card]Blacksap Protector[/card]
3 [card]Crushing Blow[/card]
1 [card]House Kinsman[/card]
3 [card]Nimble Ally[/card]
2 [card]Varanis Courier[/card]
3 [card]Deshaan Avenger[/card]
2 [card]Green Pact Stalker[/card]
2 [card]Hive Defender[/card]
2 [card]Territorial Viper[/card]
3 [card]Piercing Javelin[/card]
2 [card]Soulrest Marshal[/card]
1 [card]Quin’rawl Burglar[/card]
2 [card]Chaurus Reaper[/card]
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Looking for a deck that you can pilot to legend on the cheap, but don’t want to play so aggressively? Look no further. This monk deck focuses more on wearing your opponent down and winning through card value than just rushing for face damage, and all of its pieces work together towards that goal. The best part is, if you’ve played through the story mode to the end, you already have most of the cards you’ll need!
Execute – an excellent early control tool to pick off dangerous early turn cards, as well as a way to answer cards like Breton Conjurer, Daggerfall Mage, and Fighter’s Guild Recruit for only one magicka.
Ungolim the Listener – I know, I know, what’s a budget deck doing running a legendary that doesn’t come from leveling up/story mode? To be honest, I happened to pull him from a pack halfway through my climb to legend and didn’t see any reason not to use him. If you have him, he’s an excellent turn 1 play that continues to build value as you draw the Assassins he adds to your deck, but if you don’t then don’t fret over it, he’s not really necessary or vital to the deck and could easily be replaced by a Scouting Patrol or any other low-cost card of your choice.
Fighter’s Guild Recruit – Green staple, and an incredible card all around. He threatens big monsters just by hitting the board, and the fact that he has Prophecy as well makes him even better. I can’t count the number of times my Recruits have eaten premium removal/damage actions from my opponent panicking and trying not to lose their big minions.
Finish Off – Solid removal, though this deck doesn’t have nearly as easy of a time pinging enemy minions as Archer does, it still plays well off of creatures like Varanis Courier or any other early drop that has already served its purpose.
Kvatch Soldier – I ran Daring Cutpurse in this slot for a long time while climbing, but the additional guards served as excellent counters to the early aggression I started encountering in higher ranks. This is mostly a flex slot, you should use it to answer whatever sort of decks you’re encountering most on the ladder.
Thieves Guild Recruit – Gives you an early minion to deal face damage, kill 1 health minions (especially from Blue), and ping bigger minions to trigger Finish Off, Green Pact Stalker, or Leaflurker. Staple in all non-aggro Green decks.
Blacksap Protector – Guard attached to a prophecy, I mostly ran him because I only had a single House Kinsman to run, could easily be swapped out for two more of those if you have them available.
Crushing Blow – Cheap, efficient removal that can also be used to deal face damage in closing out a game. Since our gameplan is controlling the board state, being able to deal 3 damage at will to anything on the board helps protect our minions for later and answers scary things like Crystal Tower Crafters hiding in the shadow lane.
House Kinsman – average stats for the cost, with an effect that can often turn off an enemy’s “Higher Health” effects when triggered. I only had one of them, but if you have more you should absolutely run it in place of the Blacksaps.
Nimble Ally – a 3 mana 4/4 with lethal is incredible in taking control of the board and keeping it. If the effect doesn’t proc, you’re still left with a 3/3 for 3 that can easily trade into most early game cards. With the deck being primarily green, you will see Nimble Ally getting his effect more often than not.
Varanis Courier – a Guard to delay aggro that draws you a card on its death and can ping big minions to set up a Finish Off.
Deshaan Avenger – one of my favorite minions in the game, Avenger is a 3/3 body that trades into a lot of early and midgame cards, while leaving behind another 3/3 body upon her death. provides a lot of value in trades and maintaining control of the board.
Green Pact Stalker – another taunt that can situationally gain +2/+2 if played in the same lane as a wounded enemy. Combos with Stalker and Finish Off are always satisfying to pull off.
Hive Defender – A beefy taunt that can survive a lot of abuse before going down.
Territorial Viper – A minion with lethal AND charge? Sign me up! Vipers are primarily used as cheap-ish removal, but I have also had many games closed out by the Viper doing 1 more damage to my opponent’s face. One thing to consider – if you have both a Viper and a Piercing Javelin in your hand, under most circumstances you will want to use the Viper first. Especially if the minion you want to kill is a taunt, where the Viper can immediately swing at it, saving your Javelin’s for minions that are hidden in the shadow lane or behind taunts later.
Leaflurker – A 4/3 body with a Finish Off effect attached. Again, this deck lacks the abundance of pings that Archer boasts, but there are enough ways to injure an enemy that Leaflurker doesn’t tend to sit in hand for long.
Piercing Javelin – In all honesty, this card is a bit overbearing. 5 magicka for immediate removal of any enemy minion is a little too cheap as is, but the fact that you can play this card for free with Prophecy sweetens the deal even further. No control deck would ever want to play less than 3 of this card.
Soulrest Marshall – While most every green deck benefits from the overwhelming potential of this card, this deck doesn’t get a whole lot of use out of it. Most games are spent at a health deficit until you’ve exhausted your opponent’s resources, leaving Soulrest as nothing more than a 5 mana 4/4. I found enough opportunities to use the effect to justify the slot, but if you want to run another midgame control card instead then you shouldn’t lose too much by doing so.
Quin’rawl Burglar – A strong minion to close out games or just bait removal on a non-essential minion. Has a very strong snowball effect if left unchecked, and can easily force your opponent onto their back foot if they can’t immediately answer it.
Senche-Tiger – Big taunt, threatens a lot of enemy minions with its high attack and high life total. can often force 2 or even 3-for-1 trades out of your opponent to kill it.
Chaurus Reaper – A minion that makes enemy minions less scary. If played against a full lane this card opens up favorable trades where there were none, as well as comboing with Finish Off.
Mantikora – Pick an enemy minion you want dead and kill it, leaving a 6/6 Guard on your side of the board. Best part is, you can kill a minion on one side of the board and then threaten the other side with the Mantikora body, since you don’t have to be in the same lane as your target.
Archer – A very efficient deck centered around tempo, Archer does a lot of things well. It has sticky minions, cheap removal, and a very aggressive playstyle that compliments the plethora of strong “Higher Health” card effects it runs. If the Archer player gets an early life lead, you’re in for a hard fight, but I never had much trouble containing their early aggression during my climb. Focus on killing their minions, making favorable trades wherever possible, but a shift is needed around turn 8. By turn 7, start trading your injured minions instead of injuring another healthy minion, lest you create a perfect situation for their Fallinesti Reaver to get maximum value.
Spellsword – Token Spellsword is devastating when it goes off, since this deck lacks any real AoE damage to speak of. Your taunts are invaluable here, as they will often take an entire lane’s worth of minions down with them, but once your opponent starts playing his Divine Fervors, you could be in trouble. At that point, you need to try and kill his minions as he plays them, through Actions as much as possible to stop him from getting value trades out of Fervor. If you find yourself running into this matchup often, consider subbing in Vicious Dreugh’s for your Soulrest Marshals to ease the pain that comes from that support card.
Scout – Scout has been the bane of this deck’s existence throughout my climb on the ladder. Its ability to ramp out enormous threats before you have the magicka to answer them really stops this deck in its tracks. Just try and maintain a board presence as best you can, saving your removal for the really big drops like Blood Magic Lord that can close out a game if left unanswered, but for the most part you will probably just have to take the loss in this matchup.
Mage – Control Mage is a very popular deck on ladder right now, but fortunately I have not run into much trouble from them during my climb. Hold your Executes for Breton Conjurers and Daggerfall Mages, and try not to flood the board with cards that have 4 or less health, or Odahviing and Ice Storm can really ruin your day.
Assassin – This deck came up a lot in the last few days of the season, and proved a unique challenge for this deck due to the difficulty you will have exhausting your opponent’s resources. Many of their cards provide draw or bonus cards into hand when played, and to beat them you will have to prepare yourself to really try and outlast the onslaught. Your minions are generally big and require multiple cards from them to answer, and you must make the most of that fact each and every turn to wear them down. As always, make favorable trades whenever possible to get at least 2-for-1’s out of your opponent, and make sure you have removal for whenever Crystal Tower Crafter gets dropped. Execute works if she’s played onto the board raw, but you should expect them to play an action immediately after she’s in play, so Crushing Blow is generally safer as an answer.
The key to this deck is value and favorable trading, and so long as you are able to extract as much value out of each card as you can, you will have success with this deck. Remember, all of your removal is single target, so you will need to play in such a way that prevents your opponent from building a large board presence. Have fun, and best of luck in the coming season!