Hey everyone, I’m Lazergician. You may recognize me from TESL as a caster for the 2019 Master’s Series Qualifiers, countless WarpMeta weekly events, and hosting the 2019 Master’s Series at Quakecon. With the painful news that TESL will be entering maintenance mode, many players have been flocking to new games to scratch the CCG itch. Having played both extensively, I highly suggest all TESL players give Mythgard their attention for innumerable reasons.

This then begs the question that all CCG players inevitably ask: what decks should I play? Over the course of its life span, TESL has seen a slew of iconic decks come and go, leaving many players with all time favorite decks and play styles. Do you need to drop what you love when you switch games? Hell no! In this article, we’ll go over some of the best decks Mythgard has to offer that can offer the same feel, style, and experience of some of TESL’s classic archetypes. Let’s get into it.

Mid Sorcerer: Valkyries

Mid Sorcerer was often a bit of a misnomer – often the deck ebbed and flowed in the amount of reactive “midrangey” tools included, at times being referred to simply as aggro Sorcerer. But one thing remained constant throughout the lifecycle of the deck’s many incarnations: beefy creatures with great value trading potential. 

    In Mythgard, one of the first popular decks was mono blue Valkyries, popular for very similar reasons. It employs the straightforward and effective tactic of repeatedly beating face and smashing through anything that tries to get in the way. With a flat curve and meaningful threats at all points the deck has very strong snowball potential and can wrestle away board control from other aggressive decks if given just a single turn to develop uncontested.

    Valkyries also offer room for tweaking. The classic list is either mono blue or splashing yellow for a few key reactive cards like Bulwark and Poxbringer, whereas more contemporary lists have a heavier list on Enchantments to offer lasting buffs to make your minions insurmountable. The best part is that Valkyries scale superbly with budget – a lower budget deck can be absolutely serviceable, and the deck can be upgraded in various directions if you decide you want to invest in it.

Erobert’s “Rainbow Valkyries”: https://mythgardhub.com/deck?id=1033

Aggro Crusader / Aggro Hlaalu: Red Rush

    Ah, Hlaalu. A mainstay for so long in both competitive and ladder metagames, its ability to obliterate life totals with blinding speed still gives me nightmares. Across all variants, more speed or more resource extension, more Prophecies or less, one thing remained the same: Red Yellow core decks ended games quickly.

    In Mythgard, the first “boogieman” deck in open Beta was Red Purple Rush. It shared many of the same qualities are Crusader and Hlaalu, packing loads of damage from hand, a fair amount of buffs to help minions convert to even more damage, and a ton of redundancy – almost all the cards added to the core gameplan of kill. The deck was so effective at punishing unrefined decks that it was eventually nerfed because it was causing the new player experience to suffer due to how utterly ubiquitous it was. From then to now, several other variants of Red aggro have popped up with varying levels of speed versus midrange capabilities.

The deck always runs a core of aggressive red cards, primarily focused around the Rush keyword (Charge in TESL) in order to push damage as fast as possible. Beyond that there are many ways to augment the strategy – an Orange boost offers exceptional staying power and resource extension by pivoting to the “Heaven and Hell” midrange build. Purple offers even more Rush minions, and Blue contributes strong Enchantments to make all your Rush minions hit even harder.

Tune Star’s Midrange “To Heaven and Hades”: https://mythgardhub.com/deck?id=980

Koveras’ “Rainbow Rush”: https://mythgardhub.com/deck?id=636

Warrender’s “RP Rush”: https://mythgardhub.com/deck?id=387

Control Mage / Control Tribunal: Angel Loop 

Control Mage was one of the most powerful decks in TESL’s early history, and with the release of Houses of Morrowind Control Tribunal became the archetypal “draw-go” control deck. With an absurd amount of removal (both spot and AoE), a good degree of healing available depending on tech, and draw for days, Control Tribunal was one of the most powerful decks of its time.

It’s noteworthy that as of the time of writing, Mythgard truly doesn’t have enough removal in the game to create an easily digestible control deck based on 1-for-1 removal in the same way that Control Tribunal did. Instead, Mythgard’s control decks are much more focused on creatures with controlling effects, and none offer more than Armageddon Angel. A board clear on a stick, what’s better than playing it on a full board? Playing it over and over and over. Enter Angel Loop, a deck designed around producing resources for free through as many avenues as possible and utilizing them to stall the game until the deck’s inevitability kicks in. 

Deck tech: https://minmaxer.wixsite.com/mindfreak/post/deck-tech-angel-loop

Ramp Scout: OG Midrange, Reanimator Decks

    Variations of Ramp Scout had been around as early as beta, but it wasn’t until the release of Hist Grove as a monthly reward card that it really took off. The sequence of Tree Minder / Hist Grove / Thorn Histmage was often more than other decks could deal with, enabling giant threats like Odhaviing to come down way ahead of the curve.

    Ramp in Mythgard is limited, and as such has not established itself as an archetype in and of itself. Instead, several decks can make use of Grinning Kolobok, the strongest ramp tool at the time of writing. To me, Ramp Scout was about giant threats way ahead of schedule, and by my measure Orange Green Midrange is a great choice for that gameplan. It has both offensive and defensive tools to ramp into, and can have very satisfying bombs to fall back on late game with or without ramp.

    Alternatively, Reanimator decks would be a great choice. These utilize a specific interaction between Disk of Circadia and Hopeless Necromantic to discard a huge threat and then bring it back in short order. These decks offer explosive turns very early, and while vulnerable to bounce effects, hard removal, and Deadly minions, many players love Reanimator decks for the satisfying feeling of smacking for an absurd amount of damage.

What’s Up Woody’s OG Midrange: https://mythgardhub.com/deck?id=1169

Wholesome’s PG Reanimator: https://mythgardhub.com/deck?id=334

Mid Battlemage: RG Midrange

    In my eyes, Mid BM (before Alfiq) was the perennial high skill cap deck in TESL. With no healing available in its colors and a very fluid list that could comprise of both highly proactive and highly reactive cards, everything from construction to piloting decisions played fundamental roles in the deck’s success.

    To me, no deck in Mythgard most exemplifies the same concepts as much as RG Midrange. The deck typically very little to no healing, but has a plethora of tools to deal with almost any situation. When played optimally, the deck arguably has a very even matchup spread, rarely having non-games against decks that it cannot compete with. Several builds have been iterated over, from very aggressive to the ultimate toolbox, with varying degrees of success. It is an archetype that demands a lot more refinement due to some adjustments in recent patches to staple cards like Detained / Deported, and requires a lot of practice given its very high cap for skill expression.

EndoZoa’s RG Midrange: https://mythgardhub.com/deck?id=594

Telvanni Nix-Ox OTK: YG Control

Oh god. I thought I had escaped this deck. But no, here I am, bringing it back. And if you were around for the first deck in TESL’s history to well and truly be considered Tier 0, you remember this deck too. With absurd ramp, a plethora of board-based control tools like Sanctuary Pet and Shrieking Harpy, and arguably one of the most creative win conditions in TESL history with the Nix-Ox Uprising combo, Telvanni Ox was one of the most meta defining decks of all time.

If you want to relive these days, then look no further than YG Control. It is a minion-based control deck, with a ton of ways to draw cards, slow opponents down, and a very strong win condition in a large minion such as Boneyard Abomination or Zira alongside Volition as a combo finisher. The deck boasted a very strong argument for being the strongest deck in the game for a good while until it received nerfs in the form of a cost increase to Volition, lowering its ability to burst for obscene amounts of damage. Now, it only bursts for a lot of damage instead.

Even after receiving nerfs the deck is still quite strong, and is an excellent choice to try out if you’re interested in the lane system Mythgard presents. It is a very “Mythgard feeling” control deck, and one that is deserving of your attention if you’re a fan of control or combo decks and want to really learn the ins and outs of Mythgard’s board.

Tune Star’s YG Control: https://www.mythgardhub.com/deck?id=1105

Closing Thoughts

You’ll undoubtedly note that I haven’t exactly included the most budget friendly of lists. This is pretty much only because I generally think it’s more interesting to look at what the full list looks like and build towards that over time. If you’re looking for budget substitutions, why not stop by the Team Rankstar Discord server? Our team is friendly, practiced, and happy to help wherever we can. So stop by, make some friends, and go over a deck or two. After all, the best part of TESL wasn’t the cards – it was the community, and that’s no different in Mythgard.

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