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MooseChangerPat

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MooseChangerPat's Comments

Giantism (Naga Sea witch/Giants)

Those are more or less the changes I would anticipate! XD

TBF Skeleton knight is legitimately a pretty bad card unless you’re running something like… N-zoth. Even then, if you play N-Zoth and they board clear, you might get 6 skelly knights filling your hand with almost no way of playing them all. So yes, he’s probably just a bad card. Like I said, I just have a soft spot for him because he’s my first legend.

I still stand by my eaters of secrets, but I can understand why you’d swap it out in favor of other cards that synergize with the deck.

Alexstrasxz… well she was my second legendary I ever pulled and my very first golden legend. She’s good for killing off players who think they’re safe because you’ve only got two giants out, but if you’ve got more ways to pull giants like say a second bright-eyed scout and a mountain giant? DEFINITELY can see the swap-out.

The defensive options are also great because, as you can probably tell the deck does suffer against agro, so sometimes you just need a giant beef wall. I’m glad you actually did discover this deck is surprisingly strong, because I *too* didn’t think it would work nearly as well as it did when I first play tested it. I only submitted it here once I discovered, no… this legitimately works. Very few decks are equipped to deal with 3-4 giants. I’m glad you gave this deck a try, improved upon it, and find it to work well for you! :3 NOW SPREAD THE FLAMES! THE WORLD MUST SUFFER UNDER THE FEET OF MOLTEN GIANTS!

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Giantism (Naga Sea witch/Giants)

Thank you for the kind comment! I agree that people who solely netdeck miss out on a lot of fun, especially the joy of sick discoveries like the synergy between naga sea witch and the giants. To be fair, I’m sure they learn some of these discoveries second hand, but there’s a certain satisfaction in creating your *own* combos. What also is surprising is how good the win-rate is for this deck, because it’s not exactly that well equipped to fight agro, but getting out 3 or 4 giants turn 5 is usually a game ending play.

PS: I was always curious about that myself, possibly seeing if frost giant could see better play that way, or some of the other “inspiring” ideas that go with it 😛 Let me know if you do manage anything with that, since I never felt like crafting the cards just to experiment with it. (only have one garrison commander)

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