Deck List

deck-list-881 Deck
1 Ungolim the Listener
3 Daring Cutpurse
3 Fighters Guild Recruit
3 Mournhold Traitor
3 Blacksap Protector
3 Crushing Blow
3 Dune Smuggler
3 Eastmarch Crusader
3 House Kinsman
3 Nimble Ally
3 Deshaan Avenger
3 Divine Fervor
3 Hive Defender
3 Moonlight Werebat
3 Cliff Racer
3 Piercing Javelin
2 Soulrest Marshal
1 Quin’rawl Burglar
1 Tazkad the Packmaster

Midrange Monk

1 [card]Ungolim the Listener[/card]
3 [card]Daring Cutpurse[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Mournhold Traitor[/card]
3 [card]Blacksap Protector[/card]
3 [card]Crushing Blow[/card]
3 [card]Dune Smuggler[/card]
3 [card]Eastmarch Crusader[/card]
3 [card]House Kinsman[/card]
3 [card]Nimble Ally[/card]
3 [card]Deshaan Avenger[/card]
3 [card]Divine Fervor[/card]
3 [card]Hive Defender[/card]
3 [card]Moonlight Werebat[/card]
3 [card]Cliff Racer[/card]
3 [card]Piercing Javelin[/card]
2 [card]Soulrest Marshal[/card]
1 [card]Quin’rawl Burglar[/card]
1 [card]Tazkad the Packmaster[/card]
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agility willpower
Monk deck
Mid-Range
50 cards
1 Ungolim the Listener 1

Ungolim the Listener

2 Daring Cutpurse 3

Daring Cutpurse

2 Fighters Guild Recruit 3

Fighters Guild Recruit

2 Mournhold Traitor 3

Mournhold Traitor

3 Blacksap Protector 3

Blacksap Protector

3 Crushing Blow 3

Crushing Blow

3 Dune Smuggler 3

Dune Smuggler

3 Eastmarch Crusader 3

Eastmarch Crusader

3 House Kinsman 3

House Kinsman

3 Nimble Ally 3

Nimble Ally

4 Deshaan Avenger 3

Deshaan Avenger

4 Divine Fervor 3

Divine Fervor

4 Hive Defender 3

Hive Defender

4 Moonlight Werebat 3

Moonlight Werebat

5 Cliff Racer 3

Cliff Racer

5 Piercing Javelin 3

Piercing Javelin

5 Soulrest Marshal 2

Soulrest Marshal

6 Quin’rawl Burglar 1

Quin'rawl Burglar

8 Tazkad the Packmaster 1

Tazkad the Packmaster

0191812811

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By: Astrohawke
View other Decks by Astrohawke
Posted: 1 month ago, edited 1 month ago
Crafting Cost: 11150crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+2

Introduction

This deck plays similar to the midrange archer deck and attempts to beat down opponents using a continuous onslaught of mid sized creatures. It contains 44 creatures so you will be constantly applying pressure to your opponents.

See also  Deck List

One of the biggest issues I felt when playing archer was that cards like soulrest marshal, triumphant jarl and burn and pillage were just bad cards when behind and archer doesn’t have the most aggressive starts to secure a health lead vs decks like assassin.

So we cut those cards and replace them with the most broken cards in yellow namely divine fervor and eastmarch crusader which is just a much stronger card than jarl imo. This way, you’re much more able to play from behind without always having to race to try and get the health advantage so half your hand isn’t unplayable.

Card Choices

Daring Cutpurse is just an extremely ridiculous snowball 2 drop. The only way it can really be answered on turn 2 is if your opponent is blue and has firebolt. If your opponent has to play a creature into it to try and kill it then they’re already behind as after it attacks, it’s a 2 mana 3/3. The kicker with this card is when you curve into the Dune Smuggler. If you have both these cards in your hand, you start in the shadow lane and your opponent will undoubtedly play some kind of 3/2, 3/3 or fighters guild recruit in the lane to contest it. You then switch it over to the field lane and that just sometimes wins the game on the spot as now it’s just snowballed out of control barring a lucky javelin prophecy. If they have to spend magicka to lightning bolt or javelin a 2 drop, it’s just impossible to catch up from the tempo loss at this point.

See also  Deck List

Nimble Ally is a card that isn’t seen too often in the various green midrange decks but it’s proven to be very strong. The deck contains 38/50 green so it has a very high chance to proc. Higher still if you played Ungolim and shuffled 3 more green cards into the deck. When the effect procs, the card is insane. It’s a mammoth with lethal which makes it apply a ton of pressure when played on turn 3 and is relevant at any stage of the game.

Varanis Courier vs Blacksap Protector and Thieves Guild Recruit vs Mournhold Traitor. These are the flex spots of the deck and what you would put in your sideboard and switch in and out depending on the meta. It’s basically the choice between tempo and value. Against control, you want to have the draw cards. They will have a lot of trouble trying to run you out of steam because with divine fervors up, even guild recruits and couriers are a threat they have to spend removal on while it doesn’t cost you a card and cycles through your deck. You will outvalue control mage and run THEM out of steam. Against a more aggressive meta, you want to have more tempo oriented cards. Blacksaps are a nice additional prophecy card if you’re getting rushed down and a traitor dropped on turn 2 will dominate the lane and put out lots of pressure.

Leaflurker is a card I cut recently from the list. There just aren’t enough activators for it and it was often sitting in my hand. The issue is that against any aggro/midrange deck, your creatures with divine fervor are going to be on average bigger than theirs so when trades happen, there aren’t going to be wounded creatures. And against late game/control decks, you’re better off ignoring any big minions and just going face using javelins on what’s necessary.

See also  Deck List

Descendant of Alkosh is a viable card and a strong 1 drop. I don’t have it so I can’t test it and I’m not too sure what can be replaced for it because adding it makes the nimble allies weaker.

Mulligan

My general rule for mulliganing is to look for a curve. Always keep Ungolim, obviously. Going first, you need to hard mulligan for a 2 drop and I mean a playable 2 drop not a situational one like witch. If you already have a 2, then you can keep a 3 and if you have both a 2 and 3, then you can also keep a 4. DON’T keep a 3 if you haven’t got any 2s going first.

Going second, you’re free to keep a 3 as your curve can be much more flexible. I don’t keep any of the 2s except curpurse when going 2nd. You’re much better off looking for a 3-3-4 curve if you don’t have a cutpurse you can play on turn 1. The final thing is DON’T keep eastmarch crusader in the opener. It’s very unlikely you will have a rune popped by turn 3 to play it.

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1 Comment

Taho 1 month ago
Thanks for the list. Having much better success with a budget version of this than I was with Spellsword.

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