Creature Heavy Hazard Decks?
Posted: Wed Apr 24, 2019 9:28 pm
It seems like the goal in most hazard decks is to use as few creatures as possible, including Uvatha, Mouth, Adunaphel, etc. to barely get to 12. However, I'm interested in decks that use a lot of creatures. Does anyone use a heavy creature portion in any of their decks? And would you be willing to share and discuss how it works?
It seems like Orc hazards are good for this due to their playability and variety of enhancers. But, once you start adding a lot of enhancers beyond Minions Stir (e.g., Doors of Night, Scimitars of Steel + Nazgul, Fury of the Iron Crown, Host of Bats, etc), then you are starting to use up a lot of your 30 cards. And orcs are fairly weak without enhancers, which is the trade off for their playability. I have an example below.
Undead are stronger than orcs, but are not nearly as playable. The various Drakes cover a lot of ground and seem fairly well balanced. And they have some neat enhancers. I'm still looking into these.
Anyway, here's a variation of a hazard deck that I've been using. It's got 20 Orcs and Wolves. It doesn't use Doors of Night as that conflicts with my resources. What is fun is that there is often a creature or two that can be played. But, these creatures mostly just give away MP, unless there are low prowess characters. Fury and Pierced help boost the damage and can sometimes wound or kill (though Pierced mostly works with the lower prowess creatures). Of course, this hazards aren't robust - lacking any sort of corruption, roadblock, anti-low-GI, etc. I put some of these in the sideboard. But overall, I haven't found this hazard deck to be worse than other hazard decks, despite being unconventional. Let me know if you have any ideas or suggestions.
3 Orc-lieutenant
3 Uruk-lieutenant
2 Little Snuffler
2 Orc-warriors
2 Orc-guard
3 Orc-warband
3 Dire Wolves
2 Wargs
3 Minions Stir
1 Fury of the Iron Crown
3 Pierced by Many Wounds
3 Twilight
It seems like Orc hazards are good for this due to their playability and variety of enhancers. But, once you start adding a lot of enhancers beyond Minions Stir (e.g., Doors of Night, Scimitars of Steel + Nazgul, Fury of the Iron Crown, Host of Bats, etc), then you are starting to use up a lot of your 30 cards. And orcs are fairly weak without enhancers, which is the trade off for their playability. I have an example below.
Undead are stronger than orcs, but are not nearly as playable. The various Drakes cover a lot of ground and seem fairly well balanced. And they have some neat enhancers. I'm still looking into these.
Anyway, here's a variation of a hazard deck that I've been using. It's got 20 Orcs and Wolves. It doesn't use Doors of Night as that conflicts with my resources. What is fun is that there is often a creature or two that can be played. But, these creatures mostly just give away MP, unless there are low prowess characters. Fury and Pierced help boost the damage and can sometimes wound or kill (though Pierced mostly works with the lower prowess creatures). Of course, this hazards aren't robust - lacking any sort of corruption, roadblock, anti-low-GI, etc. I put some of these in the sideboard. But overall, I haven't found this hazard deck to be worse than other hazard decks, despite being unconventional. Let me know if you have any ideas or suggestions.
![Dark Hold [-me_dh-]](./images/smilies/me_dh.png)
![Dark Hold [-me_dh-]](./images/smilies/me_dh.png)
![Dark Hold [-me_dh-]](./images/smilies/me_dh.png)
3 Orc-lieutenant
3 Uruk-lieutenant
2 Little Snuffler
2 Orc-warriors
2 Orc-guard
3 Orc-warband
3 Dire Wolves
2 Wargs
3 Minions Stir
1 Fury of the Iron Crown
3 Pierced by Many Wounds
3 Twilight