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Writer's pictureDJ Gray

Diving into the Fire: Green-Yellow-Orange Midrange


Fires of Creation (FoC) has been simply the hardest path to get to work competitively in Mythgard, but that hasn’t stopped it from easily being one of my favorite paths to play. There are not only smart people working on trying to figure out the best way to build Mythgard decks but there are a lot of them meaning that, hopefully, eventually we will be able to figure out the best way to play FoC and to make it competitive. Since I love this path so much and enjoy building so much, I have decided to start a series of articles where I will go through different FoC decks and try to identify what type of strategy is the most competitive in my opinion. This article will be about one of the most fun decks I've played in a long time: Orange, Yellow, Green FoC with Reconstruct!






Play Style


The play style of this list is around a midrange/control style. It has cheap cards that it can use for value in the early game, good ways to control the midgame, and ways to pull ahead late game. Occasionally you can have a good start while your opponent has a slow start and you end up beating them to death with Recruits and Forgelings which is why I say that it can be a little midrange but most of the time you are taking a controlling approach and you will be using your units to trade make sure that your opponent doesn’t stick a valuable card. The net result of this is that we play from behind a lot and rely on some of our card choices to play to the strengths of that kind of board state. Reconstruct was the first power that came to mind when I was think about building this deck in this type of style. It allows us to turn card that we have used to stay at parity the whole game into something that could provide a small amount of advantage to pull you ahead.


Playing the deck you want to just simply play out artifacts and trade resources with your opponent. Eventually you will be accruing some much value from all of your game actions that you will overwhelm your opponent to win the game.




Card Choices


The goal that I have in mind when building this version is to really lean on Orange and try to get some value out of it’s more powerful cards. Peri At The Gates might seem like a weird card but it goes very well with all of the card selection that FoC can create.

You can use it to draw a non-artifact card in order to give FoC more of a percentage to stack something on top.


Seal of Exile is an amazing removal spell and I think that it goes well in this build because it is more attrition oriented. The goal of this build is to out grind your opponent and answer threats, along with situations, accordingly. Being able to answer some of threats that have Ward or being to take important cards out of the opponent's deck like Hopeless Necromantic can really be the defining moment in a game.


Cards like Scourge of Serpents and Samosek, the Living Sword are cards included with the concession that we will be behind for the majority of the game. These cards are great at maintaining the board state while we try to find ways to pull ahead.


There are some exclusions in this list like Misanthropia because of the triple yellow gem cost. Being a 3 color deck means that we have to make some concessions when it comes to which cards we can play which is also why Armagedden Angel. However, since Angel is so expensive that you can use it as an early burn for Orange and then maybe later on have it when you need it. Things seem to be fine so far but it’s definitely a possible oversight.

Herald of Pestilence is definitely the flex spot of the deck and could probably be replaced with just about any mythic in Orange or Yellow as well as possibly being a one gem cost Green Mythic.



Tips and Tricks


Remember that the Cobblejacks from Reconstruct will count as playing a unit, so it can trigger Model of Duality.


You can use the selection from playing Forgeling to stack your draws when you draw with Maze or Peri.


Remember that some Forgeling get keywords in sequence. Armor 1, Blast 2, then Regen 2.


This matters where you will place your Forgelings and can also impact whether or not you want to play an artifact in a given turn.


Forgelings are ephemeral but they CAN be burned which can come up every so often.





Conclusion


This deck is a ton of fun to play and it really feels very powerful which could make it a good front runner in what is the best way to build this awesome path. I still have a few more Fires of Creation decks left to go so be on the look at for my next article. If you have a style of deck that you would like to see my try or write an article on, feel free to contact me on Twitter!


Happy Gaming and I’ll see you in the ques!


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