Welcome back to another Hexploration article. If you are unfamiliar with Hexploration, this article series attempts to find new strategies and decks for the HEX constructed format. I try to bring you decks that have potential instead of just random decks. I want to provide you with deck(s) that you can build and, at the very least, climb to Cosmic with. The last article I wrote was on Eyes of the Heart, Merry Caravan, Exalted Pathfinder, and Wildlife. That was in December. Since then people have taken the deck and made it into a Tier One deck, mostly by changing the champion from Nineveh to Balthasar. I am telling you all this because the deck I’ll be talking about today is a wacky deck, one that is very fun and has a ton of potential. Let’s take a quick quiz to gauge if this deck is for you?
If you answered yes to zero or more of these questions, then boy do I have the deck for you! This is a deck where you’ll have opening hands and think, “This is the best opening hand I’ve ever had the pleasure of opening up with.”
It all starts with a strategic champion choice. Lord Blightbark is not the only person that can bring back the dead… so can our prophetic lady, Blue Sparrow:
That’s a lot to take in. I promise the deck works better than it looks on paper. I got the inspiration for this deck after the temporary banner nerf to Haraza while Mono Blood decks were the best in the format. I wanted a deck that didn’t mind discarding cards, sacrificing troops, and had a better end game than Mono Blood. And of course, I wanted to use Psychic Ascension, one of, if not the best, late game cards in HEX.
When I initially asked myself which deck doesn’t care if its troops die or if it discards a few cards, I originally landed on Deathcry decks. However, Deathcry decks had a challenging time beating Ruby/Wild decks with Return to Cinder and Pyrestrike. They also tended to just fold to Bride of the Damned if you didn’t have an answer. This is when I started thinking about reanimator and Mordrom’s Gift. I wanted a ton of value so I could grind out the grindiest of decks. Runeseeker on turn six to bring back a discarded Psychic Ascension was alright, but I wanted to do it faster. Faster, I say!
This happened on turn four. I had a Blightwater Ferryman that brought back Runeseeker which in turn got back a Psychic Ascension. At that point I was sold and just wanted to start working on the deck and tuning it.
The deck wants to put big troops and Psychic Ascension into its crypt as quickly as possible. Blue Sparrow is the default champion here because of her charge power. Things like Theorize and Change Course are also helpful. Runic Passion also works, but it is random (though I still play Runic Passion on turn three blindly to just fill my crypt). Turn four is the turning point for this deck. On turn four, you’ll want to either be able to Mordrom’s Gift something back to life or Massacre the board. By doing this, you should buy yourself enough time to get to six shards. When that happens and you’re able to just start playing your troops for insane value, you will bury your opponent alive in card and battlefield advantage.
The deck has a lot of going on and a lot of synergies. Let me help you out with some.
A good deck is only as good as its Reserves. Ours has four Aegilus to combat aggressive strategies and shards that just have a hard time dealing with Aegilus, most notably Wild, Ruby, and sometimes Diamond.
Withering Gaze is something I do *not* bring in against Blood decks with hand disruption. I do not want to battle their hand disruption with my own, I’d rather just have threats. Withering Gaze is for control decks packing interrupts. It’s a wonderful way to clear the way for a Modrom’s Gift or a mid-late game Psychic Ascension in that instance.
Blight Knight is for candles since they have an extremely tough time beating it while it’s in play.
Stalking Quarry is for socket decks. That matchup can be difficult if they draw their cards in order and have Runebind to protect them. Stalking Quarry and Massacre should help a lot against most socket decks.
The extra Eternal Seekers are just for when you need to deal with pesky opposing cards that you normally can’t interact with. These are usually constants or artifacts. The fact that we can play Eternal Seeker when we have seven resources is the reason I’m not playing Grove Warden.
I’m still testing this deck and tuning it. You shouldn’t be afraid to try different things, I highly encourage you messing around with the numbers, and before I go I want to mention that I have tried a few cards myself:
These are most of the cards people think about when they think about a Reanimator strategy. Depending on how the metagame evolves, you’ll want to change your troop numbers around. I could see a world where you’d want the full playset of Eternal Seekers.
Again, this is a fun deck that has a lot of potential. It is one you can use to get to Cosmic too. I highly recommend it if you enjoy playing big spells or just laughing when your Blightwater Ferrymen chain each other into a Runeseeker that grabs back a Mordrom’s Gift or any other action you might want.
Before I go, I do have some recorded Twitch matches with this deck. Gather ‘round and see it in action!
Make sure to follow my twitch channel to see some of these decks in action along with new decks I’m working on. Twitch tends to get a first look on my brews, so stop on by and say hi!
Alright, that’s a wrap. Enjoy raising the dead~
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