Hello godlings, and welcome to the third installment in my Building Better Starters series! If you’re new here and you missed the first two articles, feel free to check them out before diving into this one. You’ll appreciate my humor more. Or you won’t. To the rest of you, this article is going to be about the last of the untouched factions – including Purple! Now that we’re officially in the closed Beta, they’ve added Purple cards to the new player’s pool. It now has its own Starters!

So, today, right. Today we’re focusing on those last two factions: Green and Purple! And boy is it going to be interesting. First of all, there’s technically not a Starter deck for this combination. I know, I know, you’re as shocked as I am! However, Green + Purple is truly a valid pairing in constructed, especially if you’re looking at a Reanimator-style shell, and I do so love it. So we’re going to give it a shot. Though we may not be working with all those powerful reanimator cards yet, let’s see what we do have for this “Starter” deck we’re about to create.

As with the earlier articles, we’re going to start off by examining the two factions, trying to understand what they do well, and then combining their might into a Frankenstein-esque Starter Deck of my own creation! Bwahahahaha! I mean… Ahem. Pay no attention to the brewer behind the curtain… Let’s just get on with it.

The Personal Favorite Faction: Green (Dreni)

Green (or Dreni) is a color of the Ved’ma witches, and if you played through the Story (of course you did), you remember that they’ve got some really cool lore dealing with magic. In-game that truly shows itself in their spell-focused cards. They want to be casting spells to great effect, and at the upper rarities we see that clearly in cards like Bela, Witch Queen; the Recursionist; Bald Mountain; and more. But we also get a hint of it in our base cards with Mothmara. He’ll ping the opponent with every spell we cast, and as a Lurker, that means he can be quite powerful if we try to protect him.

Did I mention how Green offers seriously fun Canine synergies, too? But to really go in on that strategy we’d probably want to be pairing with Blue (or Yellow) for that extra punch. We’re still going to see most of the best Canine minions, just not at their pinnacle, since we won’t be going all in on the tribe.

What I love about Green (other than its beautiful hue) is how patient it can be in getting its value. Green does more with the boneyard that most other colors ever dream about. Want to play some version of reanimator? You’re going to need to be in Green. There’s just nothing quite like Wake the Bones and Hopeless Necromantic anywhere else. We may not be running them in this list (sadly), but they’re amazing cards and an integral part of Green’s identity.

The New Faction On the Block: Purple (Harmony)!

If you’re new to Mythgard, you may not even realize that Purple (or Harmony) is the newest faction to the game. It was only added midway through Alpha, but don’t let that fool you into thinking it’s any less well-developed. Harmony gets a lot of its power through temporary- or one-time-use spells and items. In fact, it’s the faction of items, as many of its cards Awaken to create them. Worth noting: items are not burnable. What items are good for, however, is [in Rita Repulsa’s voice] to “make my monsters GROW!”

That’s right, my fellow Timmies: Purple pairs well with its Green brethren by allowing them to go bigger.

The other main push in Purple’s identity is Stealth. And what a mechanic it is! You get to play mind games with your opponent! How badly do they want to uncover what your newly-played minion truly is? Can they afford to let it potentially grow and do something unchecked? In most cases, the answer is “no,” especially given what we have put into our deck! …But we’ll get to that later.

Since there’s no OFFICIAL Starter yet, I’m going to take it upon myself to name this one. It’s only fair, right? So, if we’re putting together two colors and doing a lot of the legwork, I choose… Crafty! The “new” [P]urple[G]reen Starter!

Disclaimer: While this decklist is solely my fault—I mean responsibility—I am still new to Mythgard, and I’m not grinding Ranked or looking for the “best deck.” I’m merely sharing my limited wisdom for newer players as we all learn together. With this list, since it is going to be a bit more advanced and for slightly-less-new players, I will be making some suggestions for cards I think are worth crafting. Those all come strictly from my own play and experience! Your mileage may vary.

The Crafty Starter: Not Quite From Scratch

Click this image to open a copy of this deck to import into Mythgard.

If you’re wondering why I’m starting with this list, it’s because these are (mostly) the base cards that every new player will have when they first create their account. However, I did cut some cards that I thought we could easily replace (detailed briefly below) and substituted in better cards you receive from finishing Chapter 1 of the Story. (Seriously, it’s worth it in so many ways.) I’m keeping Journey of Souls for the Path and Smite for the Power mostly for accessibility, but also because the deck is running a lot of dudes (good for Journey), and they aren’t all big dudes, so Mend as a Power would feel out of place.

The Already-Cuts (A.K.A. Those Left Out)
Purple: 2x Tong Foot Soldiers, 1x Juiced, 1x Decoy
Green: 2x Mothmara, 1x Ved’ma Flamespar, 1x Focused Frenzy

Their Replacements
Purple: 1x Red Cliffs, 1x Emperor Koi, 1x Thriving Shade, 1x Pushy Oni
Green:  1x Led Astray, 1x Avenging Alpha, 1x Gamayun, 1x Sovereign Architect

Just by looking at the curve I’ve created with this deck, you may realize that I’m encouraging a slightly slower game than with our previous Starters. Only running 18 1- and 2-drops pushes us later in design. This is not intended to be solely an aggro deck; I’ve given you a couple different styles of that before. This is more of a midrange deck. It wants to survive the early game to get to its bigger minions and drop those before a control deck can come through and go over the top of it, prolonging the game further.

With Green+Purple, I want to lose some of the early drops – and I wouldn’t mind losing more! But not completely. Sword Saint and Gallows Boy are incredible, and both play bigger than they are. Bold Omega can put in a lot of work if he gets to Breach. And with the number of Canine minions we’re running (currently 10), Pack Trooper becomes a decent 1-drop. Not great, but decent.

In fact, I’m pretty sure our weakest cards in the list are our lowest-cost minions. I’d be completely fine cutting every Pack Trooper, Racer in Shadow, and Axe Man if we could replace them with more solid 4s or 5s. Even Juiced and Pocket Instance can go – so long as you keep in mind that the more of one color you drop, the less likely you’ll be able to burn multiples of that color, and you need to hit PP early with this list.

If you’ve got bigger beaters in your collection (perhaps thanks to the packs you’ve opened by now), definitely sub them in! Or if you want to craft some cheap, high-impact minions, I recommend 2 more Sword Saints. The card does so many things it’s already been nerfed (now costing a second P gem), yet it’s still a staple in anything Purple. And it’s Common.

Our bigger units are where we start to see some serious gains when compared to the other decks. First off, we’re playing more of them. Six 4s, four 5s, and a 6 to start off. We want the game to last long enough to use these guys! Our bigger bodies do things, and they do them well. In fact, Terragon and Lantern Colossus are very powerful – just like Sword Saint – thanks to the flexibility of the strong items they create! That’s Purple’s deal, remember? And here are some of the absolute best already at our disposal.

The Crafty Gameplan

So we’ve built the deck, now what does it do? How are we trying to win with this thing?

As I said above, we want to the game to go a bit longer, because our strongest cards are more expensive. As such, our early turns are more likely going to be spent burning cards specifically to get our colors right. Take this opening hand, for example:

When I see this, I’m trying to consider what my best play progression could be given only what is currently in my hand. So at this point, I’m probably putting down the Bold Omega on Turn 2, or possibly the Gallows Boy. Which one I go with will almost certainly depend on what, if anything, my opponent plays on their T1. BUT, to get to that properly, I’ll need to burn a Green card – and Gamayun seems to be my choice here. I know it’s my better upper-cost card, but it’s also the Green I’m likely to need least (due to its GG requirement). If I run up against opposition, I’ll want that Synapse Overclock for a trick. And moreover, on Turn 4 I’d probably rather play a boosted Back Alley Ronin if possible. I mean, I might regret sending the Gamayun back, but for now, it seems the best card to burn to advance our immediate gameplan.

So why didn’t I burn that Gamayun?

Because I know my deck.

Remember earlier when I was talking about Sword Saint and how good it was? Sword Saint is one of the few early cards in the list with a double gem requirement. By burning Emperor Koi instead, I have the potential to actually play a Sword Saint if I were to draw it, and if not, I could always burn Gamayun next turn – or another Green card I might draw.

In that specific game, my next draw was  Lantern Colossus (which I was thrilled to see), so my gameplan evolved, and I ended up burning Gamayun after all. I played out my Bold Omega into an unopposed lane, it was able to Breach, and I followed it up with my Shinobi who also wasn’t answered quickly enough. So the game went. But let’s not be results-minded. Each burn or play evaluation should be on its own merits. So let’s take a look at another example.

So while this is still the same deck, it’s going to play entirely differently this game. We’re probably going to be playing more of a traditional aggro game. Here we see that we’ve got some Turn 1 plays to consider. Unfortunately, if we want to play a Pack Trooper, we either must burn the other or our Volkov Veteran. Which is better to keep around? I’d say the potential of the 3-drop is higher than the duplicate 1-drop, especially since Troopers really require more Canine dudes to be strong. We’re not sure we’re going to be able to go in heavily on that with this deck. So we must consider burning that second Trooper.

But what about the other cards in our hand? What do we think our later turns might look like? What sort of plan are we looking at with this hand, and what else could we draw into?

Axe Man is an acceptable T2 play here, which means we’ll need to burn a Purple card sooner or later (I’m looking at you, Pocket Instance). On T3 we’d probably be excited to drop either Volkov Veteran or Shinobi of Fire. And it’s only if we drop that Veteran that we might get decent value from our Pack Troopers. So basically I don’t count on him to be anything more than a 1/2; I went in on the aggro plan, and I won, barely.

I should state now that I don’t love this hand, and it’s an example of why I consider Pack Trooper one of the weakest cards in our deck. He needs too much support for a 1-drop, and I’d rather be burning him to fuel stronger mid-to-late-game cards… like some of our singles in the bottom half of our current list.

Also keep in mind, despite all this strategic talk, I haven’t even begun discussing which lanes to play the cards into. That’s a whole different level of strategy that we will need to go into. Later. Much later.

Further Cuts & Upgrades

Since this list is already breaking the Starter Deck rules by, you know, not actually being a Starter Deck, I thought I would go a bit deeper into the suggestions for cuts and upgrades here. I will not be suggesting Mythics, and I will try to limit talk of Rares, since those are quite expensive for a new player. But that’s also less of a problem, since as you go up in rarity you go down in playable card count. Thus Mythics can’t make up that much of our deck anyway. (At least, not individually…)

But thoughts of the more-distant future aside, what can a NEW PLAYER hope to quickly upgrade in this current list to drastically increase its power and effectiveness?

Starting from the top of Green

-3 Pack Trooper

I detailed above why I want them gone, and once you see what I’m replacing them with, I think you’ll understand:

+2 Sword Saint
+1 Academy Recruitment

I haven’t spoken out about my experience with Academy Recruitment yet, but I do think it’s good. Three bodies across three lanes for 3[G] is good. It stalls many early beaters, it stifles Agile, and it does a lot to buy time to get into later turns. I don’t think we want 4 copies of it, but being a Common, it’s pretty easy to say you “should” have a second copy early on. Crafting one shouldn’t be anyone’s top priority.

-2 Volkov Veteran
+2 Volkov Pointman

Since we’re cutting Canines, I want to replace Volkov Veteran with Volkov Pointman every day of the week. True, Pointman is an Uncommon while Veteran is only Common, and the Pointman’s stats aren’t quite as good, but we aren’t playing him or his stats. I want that adjacent +1/+0 and Overrun!

+/-Avenging Alpha?

He’s the last Green I’m considering. If he were always a 6/6 for 4, he’d be awesome, but sometimes that vanilla 4/4 just doesn’t cut it. Even Gamayun has Agile and the Divination ability. Don’t get me wrong: Avenging Alpha is solid. He’s one of the big reasons why I added the second Academy Recruitment before. But maybe you don’t like the uncertainty and you want to decrease his count rather than increase it. That’s entirely up to you! For my deck (since I pulled an extra from a pack), I’ll add two.

+2 Avenging Alpha (or Gamayun)

But that puts us 2 cards in the hole. Where can we make them up? Into Purple we go!

-1 Emperor Koi
-2 Axe Man
-1 Juiced

All of these have their purpose. I just don’t want them in this deck. Axe Man might be the strongest of those cuts, just because a 3/2 for 2 is can trade up quite well. But the others I classify as the “not enough bang for their buck” camp. Specifically, even though we just added him, Emperor Koi is a 2-drop that actually costs 4, and that’s problematic. I want to be playing bodies bigger than 3/3 on turn 4.

Now we’re 2 down again.

+2/3/4 Detained

I cannot stress enough how strong Detained is in these colors. It’s also a Common. If you want to go all the way up to 4 copies, I wouldn’t stop you. We might not be running any ways to turn opposing minions Ephemeral, to maximize the impact of Deported, but that  still makes the card above-average. For each copy you add beyond 2, though, you’ll have to make a cut. And that brings us to…

-1/2 Shinobi

Which Shinobi, I’ll leave up to you. Just keep in mind that they’re cluttering our 3-drop slot now, and I don’t think they’re as good as our other options. However, the more Shinobi you cut, the weaker your Thriving Shade becomes, as it’ll be more predictable which minion your stealthy dude is. (And he’s not that strong from the start. Maybe he should become another Gamayun…)

Lastly, if you’re looking for something of a longer-term upgrade, to quote, [TRS]erobert: “It’s Rare so not super budget, but having Born Again ASAP will make every green deck better.” You can only add up to 2 since it’s a Rare, but along with Gallows Boy, they’re some of the strongest 2-drops in the game. (I’d cut Pocket Instance and probably another Shinobi for them.)

The Path Ahead

The most dangerous filter

If you’ve followed along, the list you’re left with is not “finished” or tuned by any stretch of the imagination, but it is definitely stronger than all the Starters – even the one I created for this article. Best of all, you can still replace some of the mid-drops and heavies to make this list better! If you’re anything like me, you might even “accidentally” click the Owned Filter to see all the better possibilities. But be warned, doing so will make you want to dust a whooooole lot of cards to create your perfect masterpieces (Mythics).

But for now we’ve tuned our deck, and the next step is for you to go out and play it! So I bid you the best of luck and hope to see you next time. But who knows, maybe you’ll come up with your own list of replacements by then? Maybe you think a different Path might suit the deck better. Maybe you’ll tweak just one card. At a time. That’s how brewers are made, you know. Little by little. It’s insidious.

Tune in for my next article, in which we might finally venture out into the vast realms away from Starters. That’s right, it might finally be time to explore the wilderness of Jank! I guess you’ll have to stay tuned to see. Or you could let me know your preference in the comments below. Tell me what you want to see and why!

Until next time, I’m bearsman6, and I want you to keep playing, keep learning, and most importantly… keep brewing!

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