I like this list with Kit Cloudkicker a lot! I would swap back the Hercs for Belle. Her ability to ramp paired with being another win-con fits into this gameplan better than Herc's bruiser status.
I like that he can’t be removed easily by Ruby. I feel like every time a play Belle she’s gone in a turn, but that might be just me. I agree though, playing with this more I find myself needing more ink early and against R/S or mirror, Ariel can be hit or miss.
@Ruunan11 Ive grown to view Belle as an extra ramp spell early, but late game she's an extra Ariel/ Lucky Dime target, which increases both the combo consistency and speed to the top-end threats. Also the curve needs more good T4 plays which she brings
I finished top 4 at my local champs and 5th at another with the Aurora setup you put together albeit with some slight tweaks including belle strange but special and hercules divine hero. Most of the matches i played had no answer for its resist 2 and ward then closing with lucky dime. The only unfavourable matches was bucky but even then they were close games with only a turn or two in it for the W
For emerald steel match up you really shouldnt be using your fishbone quill. It thins your hand faster and makes their job easier. Its better to lean on Mickey detective and one jump ahead.
@@Ruunan11 I still wouldn't use it unless I have enough cards in hand that I'm confident they can't hit awnw but even then if they drop an Ursula Deceiver they can still rip it from your hand. Little too risky imo.
I’ve heard that running a split of GSD and Quill is something people were testing with. Might need to give that a try. Thanks. (I love GSD for when games get into the late turns… UNLIMITED INK)
If you know it’s coming. You can hold cards in your hand so you’re always playing more than one. Usually that’s enough to get out the last few lore or to set up your dime play.
I don't really understand the delusion behind a whole new world "getting rid of X powerful card" from the hand. These are all x4 of in the decks.....they will draw into more copies.....
This particular build is focused on disrupting the mulligan. And if we get 1 or 2 removal options into the discard even better. Sure, your opponent can draw into their other copies, but I really value the disruption factor. Do it a turn before a big removal option comes out, it becomes a game of chance.
Now a smart opponent will see that we are rushing for AWNW and won’t keep their most dangerous cards in their hand early. Maximizing the chance they see them later when they want to use them.
I find that the AWNW really works well for me. In many situations against RP I have noticed their inks have been cards they generally want to keep so when I sing AWNW they end up dumping important key tools. At one set champs I even made someone dump 3 be preps out of their hand which pretty much won me the game. It also helps when you have depleted your hand with ramp. If I have 2 cards in hand and they have 6, AWNW can even the odds sometimes.
I like this list with Kit Cloudkicker a lot! I would swap back the Hercs for Belle. Her ability to ramp paired with being another win-con fits into this gameplan better than Herc's bruiser status.
I like that he can’t be removed easily by Ruby. I feel like every time a play Belle she’s gone in a turn, but that might be just me.
I agree though, playing with this more I find myself needing more ink early and against R/S or mirror, Ariel can be hit or miss.
@Ruunan11 Ive grown to view Belle as an extra ramp spell early, but late game she's an extra Ariel/ Lucky Dime target, which increases both the combo consistency and speed to the top-end threats. Also the curve needs more good T4 plays which she brings
I’ve got 2 more local weeklies until my set champs. Definitely will be trying this out. Thank you :)
I finished top 4 at my local champs and 5th at another with the Aurora setup you put together albeit with some slight tweaks including belle strange but special and hercules divine hero. Most of the matches i played had no answer for its resist 2 and ward then closing with lucky dime. The only unfavourable matches was bucky but even then they were close games with only a turn or two in it for the W
Great to know! Thanks.
Also. Congrats!!
In this deck Kit is, ironically, the poor man's Robin Hood.
Yeah. Exactly. It’s nice he isn’t $40 And has ward as a bonus
For emerald steel match up you really shouldnt be using your fishbone quill. It thins your hand faster and makes their job easier. Its better to lean on Mickey detective and one jump ahead.
I would agree if you don’t have AWNW in hand.
@@Ruunan11 I still wouldn't use it unless I have enough cards in hand that I'm confident they can't hit awnw but even then if they drop an Ursula Deceiver they can still rip it from your hand. Little too risky imo.
If i play a whole new world,i might want to try to play at least 1 copy of great dragon stone ,to use the discarded character as ink
I’ve heard that running a split of GSD and Quill is something people were testing with. Might need to give that a try. Thanks. (I love GSD for when games get into the late turns… UNLIMITED INK)
The only issue I see with this deck is it getting white with be prepared as Ruby amethyst just continues to control a board at every turn
If you know it’s coming. You can hold cards in your hand so you’re always playing more than one. Usually that’s enough to get out the last few lore or to set up your dime play.
Cool video, thanks. Dropped you a follow! :)
Thanks for the sub! Glad you enjoyed it :)
I don't really understand the delusion behind a whole new world "getting rid of X powerful card" from the hand. These are all x4 of in the decks.....they will draw into more copies.....
This particular build is focused on disrupting the mulligan. And if we get 1 or 2 removal options into the discard even better.
Sure, your opponent can draw into their other copies, but I really value the disruption factor. Do it a turn before a big removal option comes out, it becomes a game of chance.
Now a smart opponent will see that we are rushing for AWNW and won’t keep their most dangerous cards in their hand early. Maximizing the chance they see them later when they want to use them.
And thus, the back and forth chess game continues. Which is what makes TCGs so much fun to play and talk about.
I find that the AWNW really works well for me. In many situations against RP I have noticed their inks have been cards they generally want to keep so when I sing AWNW they end up dumping important key tools. At one set champs I even made someone dump 3 be preps out of their hand which pretty much won me the game. It also helps when you have depleted your hand with ramp. If I have 2 cards in hand and they have 6, AWNW can even the odds sometimes.