Cheap Red/Blue Aggro deck (76% winrate) + guide
3 Crown Quartermaster
3 Fiery Imp
3 Rapid Shot
3 Steel Scimitar
3 Afflicted Alit
3 Dunmer Nightblade
3 Ice Spike
3 Rihad Horseman
3 Assassin’s Bow
3 Battlerage Orc
3 Crushing Blow
3 Mighty Ally
3 Lightning Bolt
1 Markarth Bannerman
1 Burn and Pillage
3 Triumphant Jarl
Cheap Red/Blue Aggro deck (76% winrate) + guide
3 [card]Crown Quartermaster[/card]
3 [card]Fiery Imp[/card]
3 [card]Rapid Shot[/card]
3 [card]Steel Scimitar[/card]
3 [card]Afflicted Alit[/card]
3 [card]Dunmer Nightblade[/card]
3 [card]Ice Spike[/card]
3 [card]Rihad Horseman[/card]
3 [card]Assassin’s Bow[/card]
3 [card]Battlerage Orc[/card]
3 [card]Crushing Blow[/card]
3 [card]Mighty Ally[/card]
3 [card]Lightning Bolt[/card]
1 [card]Markarth Bannerman[/card]
1 [card]Burn and Pillage[/card]
3 [card]Triumphant Jarl[/card]
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I would like to submit my own Red/Blue Aggro deck and help fellow players (or at least those who are struggling to climb) with my decklist and some tips and tricks for newbies and experienced players. This was my one and only deck that I used to climb legend from rank 15. Here is the proof:
As you can see you do not need whole collection or large number of legendaries to climb ranks efficiently. This game is still in beta which means that a lot of new and inexperienced players are playing and experienced players who transitioned from games such as MTG or HS like me do not want spend their money on cards since the game is new. Decklist, which is similar to lot of other Red/blue aggro decks out there, is my own creation and I carefully chose cards that I put into it. Every single card has its purpose and I will explain most of my choices later.
Here is the decklist:
If you are familiar with Hearthstone and its probably the most infamous deck “Face hunter”, you will find this deck very similar in playstyle.
As you can see 6 mana Burn and Pillage and Triumphant Jarl are the most expensive cards in my deck. This is the fact that you have to remember and play around. Your general plan is to bring down your opponent as soon as possible. This game has one very interesting mechanic that allows my deck to work that well: The Shadow lane. New players and experienced players alike tend to do one grievous mistake when they play aggro in this game. They do not take advantage of the shadow lane. Shadow lane permits steady and usually undisturbed development of minions (beware spells). With this deck 99% of time you want to attack your opponent directly and never trade. Only the most obvious trades that offer more damage output to your opponent are favourable for you. This deck aims to play on curve, flood your board as early as possible and burst down your opponents with buffed up minions and spells. That is it. However, to make most out of this deck you need to know some things that I will mention later on.
Mulligan is usually dependent on your matchup. However, with this deck and this early in the game you do not care about your matchup. My opponent is aggro? Ok, I have to attack him more than he attacks me. My opponent is midrange? Ok, let us watch him play strong minions and efficient removal on curve until turn 6-7, because on turn 6-7 he is most likely dead. Oh, and my opponent is control? Well, after 1 min and half enjoy your “hard fought” victory. In general, you want mulligan away all your cards that are not 1 cost minions. Getting Crown Quartermaster and Fiery Imp is usually the best, however, Nord Firebrand is not bad either. If you are the one who starts second, consider yourself lucky because you have insane ramp potential with your elixir. Having option of getting 1 extra mana 3 times is kind of disgusting for aggro. So, if you are second, you often want to go 2 drop (preferably Dunmer Nightblade or Afflicted Alit, Rihad Horseman is your combo piece) into 2 drop (or 3 drop). As a 3 drop you almost always want to play Mighty Ally into the empty lane. Getting 6/3 (Well, usually) on turn 2 or 3 when you are ahead usually means that your opponent does not survive to see turn 6. To sum it up, you want to mulligan for all you early game minions to maintain early board pressure.
Board state and burst:
When you start to play this deck it may seem very bad because you find yourself with no board on turn 4-5 and with 1 or 2 cards in the hand. That is because you play it wrong. With every single aggro deck you tend to lose your board if game hits mid game and in late game you cant rely on the board whatsoever. That is why you have to rush. If your opponent manages to maintain uncontested drain creature on a board, you lost. If you waste your creatures on board control instead of rushing, you lost. If you waste your burn on creatures instead of searching for lethal, you lost. Do not worry about your board state if you find yourself with hand full of burn spells. This deck has 9 burn spell total and every single of them is unique and has its place:
Lightning bolt: Lightning bolt is 4 damage for 4 mana and often you do not want to see it in your hand because of its keyword: prophecy. I cannot tell you how many times I brought my opponent down to 7-8 Hp and then lost all my board and that is absolutely fine. You have 5 runes, which means 5 chances to get 4 free damage to your opponent. In my opinion, Lightning bolt is the best direct damage spell in the game right now. It gives you that extra damage you need, it is great comeback spell or unexpected burn spell from prophecy and it is really good clear spell for you buffed up minions. It is also a key card vs Green decks, later on I will explain why.
Ice Spike: 2 damage, 2 mana cycle card. Dream of all aggro decks. Pretty straightforward card, cheap, deals damage directly to your opponent and lets you cycle for more burn. I see many Red aggro decks running Mage Slayer instead of this, but I think that having extra direct damage is more important than having creature that cannot be removed since believe me, guards are more common than AOE or minion clear spells.
Crushing Blow: This is very straightforward burn spell, nothing too flashy, just extra damage.
Other Key cards:
Burn and Pillage: This card is insane. I run only 1 copy of it since I do not have more, but I strongly advise you to run a least 2 copies of this card. Every time I played this card I won the game. Usually clears whole board, lets you push that damage or gives you extra time if you are starting to lose. 10/10, would craft again (and will).
Rihad Horseman and Assassin’s Bow: To be honest, I have never seen anybody play this combo since I have started playing this game. Turn 2 Horseman into Turn 3 Assassin’s Bow and here you go; 8/2 with cover, which means you can always almost attack again next turn undisturbed. Turn 4 = 16 damage dealt with 2 cards for 5 mana total. If you are sceptical I strongly advise you to try it, Rihad Horseman is universally great card and Assassin’s Bow makes it virtually insane.
Firebrands and Orcs: 6 charge cards in total. If you add that to 9 burn spells you will end up with 15 instant damage cards. Chargers and burn spells are very fast cards and you always have to keep in mind how many of them you have in deck when you play aggro. This deck is able to have 15 items in total, counting item generating cards. This means 100% synergy between your charge cards and your items.
Extra tips and tricks:
1. Since I have been playing ESL I have not seen one player who paid attention to lane placement. This may seems trivial, but believe me, it is vital for being the most efficient. Imagine this scenario: You start first and you put your minion into shadow lane. Wrong. If your opponent is experienced, s/he will notice that you are aggro deck and will do everything to stop your creatures. That causes your foe to play his first minions into shadow lane. Shadow lane is such a great tool for aggro, because it offers free protection from your opponent’s creatures for 1 turn, but if you turn your opponent’s attention towards it on turn 1, you take that advantage from you. Here is what you should do if you start first:
– play your minion(s) into normal lane. If your opponent passes then play your other minion into shadow lane. That way you put you pressure into 2 lanes. If your opponent plays minion into normal lane, then play your other minions into shadow lane and vice versa. That way you will get most damage output.
– if you start second and you opponent plays a minion on turn 1, always play your minion into different lane. Always. If your opponent decides to play his minions into the lane he started in, take your free win and play your creatures into your lane, because nobody can deal more damage than you. Only exception is when your opponent play drain minion, destroy that minion immediately.
2. As I have mentioned somewhere in this guide, Lightning bolt is a THE card to have vs Green tempo decks. Reason? Quin’Rawl Burglar. If you do not kill that card ASAP, you can concede.
3. Pay attention to your own runes. One of the MVP’s in the deck is Afflicted Alit. Reason? You can destroy your own runes. Destroying your own runes can sometimes give you all you need to win (extra burn, chargers, item, cycle)
4. I feel like this is very basic , but sometimes people are oblivious to fact that prophecy exists. Imagine this: you have 11/2 and 2/1 on the board and your opponent is 16 Hp with 3 runes. You think: “RNG, what is that?” and then you proceed to attack with 2/1 minion. Your opponent’s rune breaks and he draw prophecy removal card and safely removes your 11/2 while you drink you salty tears and complain about RNG. Truth is, you should attack with your 11/2 first. Yes, you opponent would still draw a removal, but you would get in that 11 damage, not 2 as in previous scenario.
Thank you for reading my guide, I hope you will enjoy this deck and if you happen to have some questions, do not be afraid to post them!
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Thanks again for posting this. Red/Blue was one of the only combos I hadn’t considered but now I will.
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