DfosterW
11-05-2009, 11:58 AM
I thought I'd finally post this after playing with it for about a week. Some background information: Back when heralds came out, I IMMEDIATELy started running a fw/fs lockdown deck, and ended up talking to kreb about it. I love control themes, and FS/FW are favourite factions because of this. The day after heralds came out, my motherboard fried and I was SOL... not able to play for a month.
While I really liked that deck, I decided that, it ultimately was not incredible because of reliance on the anurans. Don't get me wrong, I love them. They are adorable, hysterical, and did I mention cute? Unfortunately, they are also overcosted, become crutch runes, and are easily killed. I wanted to branch out, and design various other equipment control decks.
Now, I'd previously tried some IS/FW control decks, even using the armory with some of them, but the decks never had enough consistency, and often ended up relying on the possession elements, which everyone abhors. However, the heralds brought out a couple huge changes that made this deck runnable. So, without further ado, here's my current BG.
Champions
Angel of Death 83
Angel of Death 83
Deep Miner 38
Deep Miner 38
Drakon 99
Earth Elemental 89
Executioner 67
Executioner 67
Mairdreth of the Rot 110
Whitestone Gargoyle 80
Whitestone Gargoyle 80
Wretched Witch 68
Wretched Witch 68
SPELL COST FACTION 6
Desperate Heal 50
Disarm 30
Essence Drain 50
Hammer Strike 45
Repair 35
Righteous Deflection 35
Soul Cage 30
RELIC COST DEF 2
Armory 25 9 21
Armory 25 9 21
EQUIPMENT 8
Blight Ring 25
Earthgod Sigil 25
Ethereal Mindshank 20
Ethereal Mindshank 20
Full Plate Armor 40
Ghost Pendant 30
Sacrificial Dagger 35
Sacrificial Dagger 35
What sparked this deck was the the gargoyles. They are relatively heavy hitting champs, with incredible tenacity, and a form of crowd control in sonic roar. Couple with negative equipment, Gargoyles are nasty. What made it better were the witches, who work so well with gargs you'd thing the design team had planned it. Gargs are immune to friendly witches (ie, aura, poisons clouds have no affect on them) which makes the witches great support, lowering ap even more, and debuffing enemies, as well as stealing ap.
Drakon was an immediate choice, as antagonize can now be abused with 1-2 range. The serpent works okay solely because of the discount. If she didn't get that discount, I'd remover her immediately.
The FPA+ earth ele combo is fantastic, and is often an early game winner. Couple with even more equipment, your opponent often cannot get rid of it.
I got up to rank 500 running this, and have been climbing still. Although I am finding myself lacking some important things, that I need to alter. Right now, my changes will be as follows.
swapping out the 2 angels of Death for 1x crossbones (64nora) and 1x decay. The reason being, angels really don't work as well as I was hoping in this deck. I think the cheap nature of the crossbones, and the utility of decay will be much more useful.
And lastly, I need to find room for a vial of holy water. Almost every single game I've lost in ranked (which is only 4) can be directly attributed to a lack of cleanse. I'm not sure what I will take out, but I'll find a slot.
While I really liked that deck, I decided that, it ultimately was not incredible because of reliance on the anurans. Don't get me wrong, I love them. They are adorable, hysterical, and did I mention cute? Unfortunately, they are also overcosted, become crutch runes, and are easily killed. I wanted to branch out, and design various other equipment control decks.
Now, I'd previously tried some IS/FW control decks, even using the armory with some of them, but the decks never had enough consistency, and often ended up relying on the possession elements, which everyone abhors. However, the heralds brought out a couple huge changes that made this deck runnable. So, without further ado, here's my current BG.
Champions
Angel of Death 83
Angel of Death 83
Deep Miner 38
Deep Miner 38
Drakon 99
Earth Elemental 89
Executioner 67
Executioner 67
Mairdreth of the Rot 110
Whitestone Gargoyle 80
Whitestone Gargoyle 80
Wretched Witch 68
Wretched Witch 68
SPELL COST FACTION 6
Desperate Heal 50
Disarm 30
Essence Drain 50
Hammer Strike 45
Repair 35
Righteous Deflection 35
Soul Cage 30
RELIC COST DEF 2
Armory 25 9 21
Armory 25 9 21
EQUIPMENT 8
Blight Ring 25
Earthgod Sigil 25
Ethereal Mindshank 20
Ethereal Mindshank 20
Full Plate Armor 40
Ghost Pendant 30
Sacrificial Dagger 35
Sacrificial Dagger 35
What sparked this deck was the the gargoyles. They are relatively heavy hitting champs, with incredible tenacity, and a form of crowd control in sonic roar. Couple with negative equipment, Gargoyles are nasty. What made it better were the witches, who work so well with gargs you'd thing the design team had planned it. Gargs are immune to friendly witches (ie, aura, poisons clouds have no affect on them) which makes the witches great support, lowering ap even more, and debuffing enemies, as well as stealing ap.
Drakon was an immediate choice, as antagonize can now be abused with 1-2 range. The serpent works okay solely because of the discount. If she didn't get that discount, I'd remover her immediately.
The FPA+ earth ele combo is fantastic, and is often an early game winner. Couple with even more equipment, your opponent often cannot get rid of it.
I got up to rank 500 running this, and have been climbing still. Although I am finding myself lacking some important things, that I need to alter. Right now, my changes will be as follows.
swapping out the 2 angels of Death for 1x crossbones (64nora) and 1x decay. The reason being, angels really don't work as well as I was hoping in this deck. I think the cheap nature of the crossbones, and the utility of decay will be much more useful.
And lastly, I need to find room for a vial of holy water. Almost every single game I've lost in ranked (which is only 4) can be directly attributed to a lack of cleanse. I'm not sure what I will take out, but I'll find a slot.