Please see this thread for a detailed battle report from the event: http://www.cardgamedb.com/forums/index.php?/topic/33307-uktc-1st-place-battle-report-team-deeply-struck/
This is the way Morn should be built, in my opinion at least, and puts her right up there in tier 1. I had initially made a base concept version of this deck as an experiment with fewer cheap units and it did terribly, then Shirin asked to have a go with it but with more command, and suddenly it worked.
The aim behind the deck is to hurt their command via triggered damage (Plaugebearers, Fiends, Harriers) whilst finishing the job using the combination of control, ambushing units, and more damage (Terror, Klaviex, Pillagers, Warpstorm). Additionally, there's an element of choking in the deck between the Archon's Palace (mostly used to stop cards) and the resource denial (Raid, Blackguard) that also helps fund the tricks of the deck.
Money is quite easy to generate here, given all of the stealing effects added onto Gut and Pillage, Promise of Glory, Morn's own ability and the Flayed Skull Slavers, which makes the curve of the deck affordable enough to not warrant STC's (especially since they'd hit limited issues). Promotions help guarantee the Flayed Skull Slavers win their struggles whilst also making Soul Grinders near impossible to compete with. In a pinch, Promotions can even be used offensively to help boost up the damage a Fiend will do.
Regarding the unit composition, the Kabalite count is kept relatively low in order to have enough to play each turn without having to be forced to pay full price for them too often. The Blackguard is a good first planet bully, since if it wins there it's likely to steal their command gains then follow the warlord to steal more money in the next round, and if a Soul Grinder is added into the mix it becomes obscene. Moreover, a 2/3 body for 1 cost is pretty solid. The Harriers are great command snipers that eliminate the majority of command units early on, whilst the Plaugebearers help whittle away their command over multiple rounds if left alone. The high Daemon count makes Promise of Glory a solid economy card that also helps delay during the deployment phase, thereby making the Slyths easier to use efficiently. Both the Soul Grinder and the Fiends are solid Y'varn targets should your opponent trigger them, the former of which can potentially clear out their elites due to their inability to compete in command.
Regarding the event composition, Inevitable Betrayal is the best counter elite card in the game, especially within the context of cards like Archon's Terror and Klaviex. Gut and Pillage + Promise of Glory + Raid fund the deck, of which the latter two help with command stalling, whilst Warpstorm and Archon's Terror help win battles.
All in all, this is a really strong deck that has answers to both swarms and elites. Morn's high hp on both sides helps tremendously to deal with the high damage output of some elites, making it easier for her to survive a Possessed/Heldrake than it is for most warlords (if only because it's possible). I've personally piloted it a few times, most notably in the top 8 game of the Alignment Wheel against Kith, and it's done really well for me, whilst Shirin consistently wins/reaches the top bracket of tournaments with it herself
3 Comments
Sssh, you're not supposed to point out to people that Inevitable Betrayal turns off Backlash!
But congrats on the UKTC win to all three of you.
Hmmm ... I wonder if we might be getting a peak of the defending champ's plans for Worlds 2016.
Thanks a lot, I've been having amazing results with this deck. I'd be curious about possible updates to the list with the new cards ?