Constructed Epic: Combative Humans

Epic Box

Foreword

I was inspired when writing my Epic: Interesting Combat Cards article to make this deck.

First Shot Deck List

Combative Humans

Evil (0)

Good (51)

Slow (12)
2x Lord of the Arena
3x Palace Guard
1x The People’s Champion
3x White Knight
3x Markus, Watch Captain

Fast (23)
3x Angel of Light
3x Angel of Mercy
3x Ceasefire
3x Feint
3x Forced Exile
3x Noble Unicorn
3x Quell
2x Resurrection

0-Cost (16)
3x Blind Faith
3x Brave Squire
2x Faithful Pegasus
3x Paros, Rebel Leader
2x Priestess of Angeline
3x White Dragon

Sage (0)

Wild (9)

Slow (3)
3x Triceratops

Fast (3)
3x Surprise Attack

0-Cost (3)
3x Rage

First Shot Explanation

I made this deck because I wanted to use Feint, Lord of the Arena, and Faithful Pegasus. Since I had Faithful Pegasus, I included Markus, White Knight, Palace Guard, and The People’s Champion, all of which are big humans.

Angel of Mercy and Noble Unicorn are just generally amazing so I added them. Resurrection is similarly great.

Ceasefire is excellent, and I wanted more card draw to go with Feint. I thought about including Urgent Messengers in place of some of the Ceasefires and/or Feints, since Urgent Messengers always guarantees two human tokens with the two cards, but I decided to stick with Ceasefires and Feints because the potential is greater. Feints in particular I fully assume I will frequently use outside of combat to just draw 2 cards. In the situations where I can use it in combat, it is considerably stronger than just gaining two tokens. Unfortunately, the only expend champion I can abuse with Feint when defending is White Knight. The rest of the expend champions like Rabble Rouser didn’t fit how I wanted to build the deck.

Forced Exile is included because I needed fast targeted removal in Good. I plan on using this primarily on my opponent’s turn, so I didn’t want to draw my opponent a card with Banishment. I didn’t take Vital Mission because I wanted this deck to be more aggressive. 2 human tokens for my opponent seemed to be the least of the drawbacks. In addition, Forced Exile does have the draw 2 option that the other two lack. (Since I removed a Faithful Pegasus, I no longer need these to be Good, so I might replace them with Transforms or Bittens.)

For zeros, White Dragon and Blind Faith are just incredible cards. Brave Squire and Rage allow my big humans to fight basically all of the other champions and win. Rage is included considerably more for the +4/+4, but the breakthrough is a big added bonus.

I like Priestess of Angeline in a heavy Good deck because it recycles and gains health. Paros, Rebel Leader is an incredibly strong zero for this deck. In my testing, that 1 offense boost has actually been quite helpful, not to mention the human tokens it spawns.

One of the strongest cards in this deck is Quell. Basically every deck should have at least some board clear, and Quell works wonders for this deck. I have a very strong 0-cost champion presence and a strong 1-cost presence. So, depending on the board state, I can potentially 1-sided board clear my opponent, while leaving myself largely untouched. The fact that it can also stop Insurgency attacks is a major added perk.

I did not include High King because I wanted my champions to be threatening on the attack. Royal Escort wasn’t included, even though it is a human with decent stats, because I want to play my Brave Squires and Rages on my champions.

I also avoided the big token cards like Insurgency, Secret Legion, and Courageous Soul because I wanted to focus on the big human champions. After more testing, I’ll see if this decision is wise, but I have been liking it so far.

Wanting 3 Rages forced me to take 6 1-cost wild cards, and I went with Triceratops and Surprise Attack. Triceratops was chosen because I wanted another big threatening body that drew me a card. Surprise Attack is generically amazing.

My first change to my original list was adding in the the Angel of Lights. I got absolutely destroyed by a deck running blitzing Wild airborne champions, and I had no great way to stop them. Angel of Light gets boosted to 9 offense with either Brave Squire or Rage which lets it break all other non-Thundarus airborne champions. In addition, the 10 health gain is great for fighting burn and letting me play more aggressively.

Overall, Quell, White Dragon, Angel of Mercy, and Markus have been the stars of this deck. I very much look forward to testing this deck further.

3 thoughts on “Constructed Epic: Combative Humans”

    1. I played a slight variation of this deck at the Origins Sunday Constructed Finals 2016 (http://www.tomsepicgaming.com/epic-constructed-origins-2016-part-2/), and I convincingly lost to Hampus Eriksson playing Chris Weidinger’s Thought Plucker control list (http://decks.epiccardgame.com/decklist/view/80/chris-weidinger-origins-deck-2nd-1.0).

      Even though I was able to drop 2 Markus Watch Captains with loyalty to his Psionic Assault, I still got run over. The biggest problem for me in those games was that he was able to play 2 or 3 Muses each game, and I had no strong answers for them. The Muses were able to either stay around and draw multiple cards, or I had to spend my gold on cards like Palace Guard to remove them. Both of those plays were terrible for me because it allowed Hampus to keep up with my aggression without needing to spend his gold to draw, and I was forced to spend my gold to get rid of 0’s putting me behind in the gold effectiveness battle. That on top of the Sea Titans completely shut down this iteration of the deck.

      Due to those games, I now insist on putting 3-9+ Muse/Thought Plucker answers in all of my decks. With those changes, my Epic Digital Alpha, Core-Only version (http://www.tomsepicgaming.com/core-epic-humans-good/) has been significantly more successful against Thought Plucker control lists. Essentially, as long as you can instantly remove Thought Pluckers/Muses, and maintain consist draws with Noble Unicorn + White Knight, the discard pressure becomes fairly ineffective. Having a significant number of airborne threats also helps to mitigate the blocking power of Sea Titan without needing to board clear.

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