When your win condition can close the game in a single turn, and goes through potential blockers, opponents can be a bit scared of it. Look to assess what is really advancing you the most, whether it is focusing on slowing down the opponent, going all out on your Thralls as early as possible or trying to mix both. Our game plan is about buying enough time to turn things around with our army of 8/8 overwhelm units.Īs such, don’t get caught in defending and looking to deny your opponent any chance at developing, because that will typically also cost some time of your own clock. While Frejlord and Shurima do provide good tools to slow down the opponent, we aren’t a defensive deck looking to run our opponent out of resources. Tech Cards and Optionsįrejlord and Shurima are 2 regions with a lot of tech cards available, so I feel this disclaimer is necessary: Whenever you envision adding a card to this deck, ask yourself what is its direct use to winning the race between your opponent’s gameplan on the one end, and you completing your Frozen Thrall‘s countdown on the other end. The sudden pressure the deck is able to generate usually allows you to adopt the mindset of a pressure deck, like a Darius Overwhelm one for example. This part is quite self-explanatory if you managed to get to this point. Lastly, the third phase of our gameplan is simply to go for the win, reaching the end of our countdowns and attacking with 24 or 32 points of overwhelm damage. When the pressure isn’t too much for us to handle, we can work on our win condition and use cards like Time in a Bottle or Promising Future to help strengthen our pop off turn. Our early curve units can also serve as decent blockers, and should block at some point, so they don’t take a needed space on the board when our Frozen Thralls are ready to open. Often times, we won’t look to be removing the opponent’s board, rather limit the damage it can deal thanks to cards like Quicksands or Sands of Time. In order to slow the opponent enough to safely summon our frozen army, we need to work the board and our health. Ideally, we want this to happen at the start of an attack turn for us, but this rule is quite flexible depending on our opponent.Īgainst a very aggressive or a board based opponent, we simply want to complete the 8 stacks as soon as possible, the Frostguard Thralls providing great blockers.ĭuring this second step, it is likely we will have to work around our opponent’s development at some point, unless we feel we can race them and ignore their damage. The second step, and usually the most significant one, is advancing our Frozen Thralls countdown to set up for the turn where we will use them to end the game. With the latest addition of the Harbinger of Thralls in the deck, you can now get a Frozen Thrall online in any of your first three turns, making the deck very stable in that first crucial step. Obviously, the deck is build to efficiently find one or several of those early on. The first and most important step is to find a Frozen Thrall we can start building around. In order to reach that endgame situation, the deck needs to navigate through different stages of development, and manage the opposing pressure while doing. This is something that barely any deck is capable of containing, especially when those attack at the start of the turn, before the opponent could cast a slow spell like The Ruination for example. Kind of an archetype on its own island, Thralls is a deck looking to complete its signature Landmark Frozen Thrall‘s countdown and present the opponent with a stupidly large board of 8/8 overwhelm units.
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