Deck List

deck-list-557 Deck
3 Crown Quartermaster
3 Firebolt
3 Evermore Steward
3 High Rock Summoner
3 Shrieking Harpy
3 Wardcrafter
3 Camlorn Sentinel
3 Cunning Ally
3 Telvanni Arcanist
3 Varanis Courier
3 Deshaan Avenger
3 Elusive Schemer
3 Lightning Bolt
1 Sadras Agent
3 Tome of Alteration
3 Leaflurker
3 Fate Weaver
1 Quin’rawl Burglar

Extremely Budget Blue-Focused Assassin Zoo

3 [card]Crown Quartermaster[/card]
3 [card]Firebolt[/card]
3 [card]Evermore Steward[/card]
3 [card]High Rock Summoner[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Wardcrafter[/card]
3 [card]Camlorn Sentinel[/card]
3 [card]Cunning Ally[/card]
3 [card]Telvanni Arcanist[/card]
3 [card]Varanis Courier[/card]
3 [card]Deshaan Avenger[/card]
3 [card]Elusive Schemer[/card]
3 [card]Lightning Bolt[/card]
1 [card]Sadras Agent[/card]
3 [card]Tome of Alteration[/card]
3 [card]Leaflurker[/card]
3 [card]Fate Weaver[/card]
1 [card]Quin’rawl Burglar[/card]
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agility
Assassin deck
Mid-Range
50 cards
1 Crown Quartermaster 3

Crown Quartermaster

1 Firebolt 3

Firebolt

2 Evermore Steward 3

Evermore Steward

2 High Rock Summoner 3

High Rock Summoner

2 Shrieking Harpy 3

Shrieking Harpy

2 Wardcrafter 3

Wardcrafter

3 Camlorn Sentinel 3

Camlorn Sentinel

3 Cunning Ally 3

Cunning Ally

3 Telvanni Arcanist 3

Telvanni Arcanist

3 Varanis Courier 3

Varanis Courier

4 Deshaan Avenger 3

Deshaan Avenger

4 Elusive Schemer 3

Elusive Schemer

4 Lightning Bolt 3

Lightning Bolt

4 Sadras Agent 1

Sadras Agent

4 Tome of Alteration 3

Tome of Alteration

5 Leaflurker 3

Leaflurker

6 Fate Weaver 3

Fate Weaver

6 Quin’rawl Burglar 1

Quin'rawl Burglar

612121334

Last Gasp13
Prophecy12
Guard10
Ward6
Drain1
Pilfer1
Regenerate
Lethal
Breakthrough
Charge
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This deck is primarily blue-focused and though most cards cost 4 mana or less, it plays for board control rather than face damage. As with most Assassin decks, one could choose to include many more green cards. However, as most of the green cards encourage you to break the enemy runes to trigger pilfer effects, I opted for a different path. Breaking runes is generally the fastest way to relinquish any sort of advantage that you might have generated for yourself by allowing the opponent access to more card draw and potentially game-changing prophecies, from which you may not be able to recover in the early-to-mid game stages.

Considering the low soul gem cost to build, this deck gets the job done when it comes to effectively trading while maintaining card advantage thanks to the draw power and card discover that is naturally built in.

The cards selected for this deck vary in purpose from card advantage to stat value to utility. Guards are a mandatory inclusion as your primary loss condition besides getting out valued or out card-advantaged (neither of which is likely to happen) is dying to rush without having ample blockers. With 12 cards that provide raw draw power and 12 that discover more cards for you, you will not be lacking on resources.

The Viper and Leaflurkers provide the best value removal for big threats. You can opt to mingle in lower cost drops with the lethal keyword if you prefer, but I find that this deck has sufficient removal for all but the biggest boss monsters otherwise.

See also  Deck List

Final note: At first glance, it seems like the deck would be lacking in late game damage. High Rock Summoner provides a few late game cards to address this issue. But more pertinent is the fact that once the deck gets rolling, you will actually have considerably more cards than you can spend your mana on in the first 8-9 turns, especially if the opponent wants to pop your runes early. If you play your cards right, you should have a huge board advantage by turn 7-8 and can start loading up for a 1-2 turn push for lethal damage.

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