This deck has served me really well in the BCL, going 4-2 in Swiss (best 4-2 on SoS) and top 16 in the cut. It could have easily have gone further, however with me being the idiot that I am I forgot to show up to my top 16 game and as a result lost it by default. It's a shitty way to leave the league, but it's completely my fault.
The Venomous Fiend is the MVP of this deck, as it is in almost every deck that it's in. It's pretty much the main reason why one may consider a Chaos elite deck outside of Chaos. Why Nazdreg over Zogwort? Whilst Zogwort has a built in swarm and can solo planets easier than Nazdreg, Nazdreg's got more cost reduction (Bigger is Better) and is less likely to take damage whilst command sniping (2 upfront damage against 2 damage over 2 attacks). The fact that his support acts as a pseudo heal and that he also boosts the attack value of the fiends is a bonus.
The deck's composition may seem non-standard, but there's a method to the madness. Promise of Glory, Bigger is Better and STC Fragment are all cost saving options. When compared to a typical Ku'gath deck, the critical difference is that Bigger is Better is a slightly weaker but easier to trigger replacement for Gut + Pillage. Add in the Rouge Traders and Scrabs, and the deck becomes quite affordable quite quickly. I'm actually tempted to switch out 1 STC for another Promise of Glory, but haven't had the time to test it out thoroughly enough.
From the unit side, the deck is built with a low-high spread, of which 8 cards can directly benefit from Promise of Glory whilst 13 can benefit from Bigger is Better. The inclusion of the Rokkit Launcher was initially for the Possessed, however it's also useful on the fiends given they can move in and effectively have 2 attacks (action damage + ranged), and it's still decent on the Flash Gits (especially with Nazdreg alongside) + Snakebites in a pinch. The Rotten Plaugebearers are the surprise power card here, since they put heavy pressure on the opponent's command whilst a spread of them punishes mobile/teleportarium decks, however the original reason for their include was to be another PoG target that's affordable without PoG. They also make up for the otherwise weak command game by constantly taking out their low hp units, especially when paired up with the Fiends. Otherwise, the rest of the units are standards for old Nazdreg; Snakebites bully planets, Enraged Orks make command sniping hard, and Traders/Pirates/Nabbas generate income.
From the attachment side, as mentioned before the Rokkit Launcher is the trick card here, since it helps add on the pressure whilst on a 3 attack unit, as well as being a part of the wombo combo with the Possessed and the Corrupted Teleportarium that all but guarantees a warlord kill. Promotions help smooth out the command game for those moments the Fiends/Plaugebearers aren't earning their keep, whilst also being a telegraphed trick for a final battle to put on an enemy unit prior to the Fiend moving in. The Cybork Body is great for the Possessed or Fiends to keep them alive, especially for the Fiends if Brutal is activated. All of these cards also benefit from being cheap Warpstorm protection cards that are still useful.
Regarding the events, Brutal Cunning helps keep the warlord and the cheaper units alive, whilst Warpstorm acts as swarm control / enemy warlord finisher. Rok Bombardment can clear planets especially after all of the indirect damage that's lying around whilst Squiggify helps deal with the one time issue units. Squig Bombin's the "51st" that has done little for me in most games but is a game saver in others.
Finally, the supports are quite obvious. STCs for cost reduction and Teleportariums to help fuel all the little tricks, as well as putting on the pressure on their command game via the Fiends.
I think the best combo I pulled off with this deck was against Coteaz in the Top 32 game. He had 1 hp remaining and was on planet 4, whilst there was a big army of his at first opposite my Warlord and 1 Fiend, and I had an exhausted Fiend at 2 + a teleportarium (planets 1 and 2 were blue) + Kraktoof Hall. I use Rok Bombardment at 1, which given that all but 1 of his units had 1 hp effectively won the battle outright. Went through the motions, ended the combat round and readied up my Warlord + Fiend. At this stage, neither Fiend had any damage on them (he was careful to make sure of that at 1), so before the battle at 1st had concluded, I used my Plaugebearer at 2 to hit my exhausted Fiend at 2, used the teleportarium to move it to 4, then used the Kraktoof Hall to move that damage onto Coteaz, bloodying him. Then, I triggered the ability at planet 1 (Atrox) and hit the HQ to land another damage on his warlord.
0 Comments